Gaming Machines
By introducing counters and time saving control modes into ball game machines, the problem of mismatching notification actions and conversion conditions in the time saving state in the prior art is solved, and the fun of the game is improved.
Patent Information
- Application Number
- JP2020143355
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-08-27
- Publication Date
- 2025-05-08
- Estimated Expiration
- 2040-08-27
AI Technical Summary
When existing ball game consoles (such as poker machines) switch to time-saving state, notification actions (such as mode display and game performance) cannot effectively match the diverse conversion conditions, resulting in insufficient fun of the game.
The counter unit is introduced to count the number of successful or failure judgments performed under a given condition, and the design includes a variable start-up port and a time-saving control mode to achieve the transition of the time-saving state by improving the possibility of start-up port entry and reducing fluctuation time.
By reaching the predetermined number of times in different time saving states, different game performance is provided, thereby enhancing the player's gaming experience perception and enhancing the fun of the game.
Smart Images

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Figure 0007672672000002 
Figure 0007672672000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine, and more particularly to a pinball gaming machine (pachinko machine) that can be switched to a "time-saving state." [Background technology]
[0002] A pinball game machine (pachinko machine), which is an example of a game machine, has one or more start ports, including "openable start ports that can be changed from a closed state to an open state," and a big prize port in the game area, and executes a win / loss judgment (a win / loss judgment regarding a special symbol) based on the game ball entering the start port. Then, based on the result of this win / loss judgment being a big prize, a big prize game is executed in which the big prize port is opened. Conventionally known gaming machines of this type are capable of transitioning to a time-saving state in which the frequency of winning / losing determinations is increased by performing an opening extension control to extend the opening time of an opening / closing starting hole when a predetermined transition condition is met (see Patent Document 1). In addition, in general, a gaming machine is provided with a means for notifying the result of the win / loss determination, in addition to a symbol display device that notifies the result of the win / loss determination after executing a variable display of symbols (special symbols) for a predetermined time, and a presentation means that executes a game presentation corresponding to the variable display of symbols. Then, the "game presentation corresponding to the variable display of symbols" is executed by this presentation means. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2002-78903 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in recent years, the triggers (transition conditions) for transitioning to the time-saving state have become more diverse, but it cannot be said that notification actions (changing display of patterns and game presentation) that correspond to this diversification are being implemented, and the reality is that interest in playing the game has not been sufficiently enhanced.
[0005] The present invention has been made in consideration of the above-mentioned points, and has an object to provide a gaming machine that can sufficiently increase interest in gaming.
[0006] The gaming machine of the present invention is A winning / losing determination means for executing a winning / losing determination based on the entry of a game ball into a starting hole; A symbol display means for displaying a result of the winning / losing judgment after the symbol variation is performed for a predetermined variation time; a special game execution means for executing a special game based on the result of the win / loss determination being a jackpot; A counting means for counting the number of times the hit / miss judgment is executed without the result of the hit / miss judgment being a jackpot under a predetermined condition, As the starting hole, at least a variable starting hole in which the possibility of the game ball entering can be changed is provided, a time-saving state transition means for transitioning the game state to a time-saving state in which the frequency of execution of the hit / miss determination is increased by performing a time-saving control including at least one of a ball-scoring possibility improvement control for improving the possibility of the ball scoring into the variable starting hole compared to a normal state and a variation shortening control for shortening the variation time compared to the normal state; A gaming machine comprising: As the time-saving state, A first time-saving state to which the state transitions based on the establishment of a predetermined transition condition; A second time-shortening state to which the transition condition is not satisfied based on the count value counted by the counting means reaching a value indicating a predetermined number of times; Equipped with A first performance is executed based on the count value reaching a value indicating the predetermined number of times in the normal state, and a second performance different from the first performance is executed based on the count value reaching a value indicating the predetermined number of times in the first time-saving state, The first time-saving state and the second time-saving state are characterized in that the manner of the time-saving control is different.
[0007] According to the present invention, different presentations are executed in (1) case 1, in which a transition to the second time-shortening state occurs when the count value counted by the counting means in a normal state reaches a value indicating a predetermined number of times, and (2) case 2, in which a transition to the second time-shortening state occurs when the count value in the first time-shortening state reaches a value indicating a predetermined number of times. For example, even in cases where a transition to the second time-saving state occurs based on the count reaching a value indicating a predetermined number of times, in cases where a transition to the second time-saving state occurs in a normal state, a presentation (first presentation) is executed suggesting that the count has reached a value indicating a predetermined number of times, and in cases where a transition to the second time-saving state occurs in the first time-saving state, a presentation is executed suggesting that the time-saving state will continue.
[0008] In this way, according to the present invention, different presentations are executed depending on the game state when the count reaches a value indicating a predetermined number of times, and the player is given an impression corresponding to the game state, thereby sufficiently increasing interest in the game.
[0009] In the present invention, the aspect of time-saving control (i.e., time-saving performance) may be specified as at least one of improving the chances of scoring and fluctuation-saving control, or may be specified in a state including other controls.
[0010] In the present invention, since the time-saving performance is different between the first time-saving state and the second time-saving state, when the game state is the first time-saving state, if the count value reaches a value indicating a predetermined number of times and the game state transitions to the second time-saving state, it is possible to make it easy for the player to understand that a new time-saving state (the second time-saving state) is about to start. Therefore, the transition from the first time-saving state to the second time-saving state becomes clear, and the game can be made more interesting.
[0011] Incidentally, an example of an invention related to the present invention (hereinafter, referred to as a related invention) is a case in which the manner of time-saving control (i.e., time-saving performance) in the first time-saving state and the second time-saving state are equal. In this case, for example, even if the game moves to a new time-saving state (second time-saving state), the player can naturally get the impression that the first time-saving state continues longer than usual. In this case, the player can be given the impression that the first time-saving state continues indefinitely, so that the player can be made to think that the period (number of time-saving times) of the first time-saving state has been extended, giving the player the impression that he or she has gained something.
[0012] Here, in the gaming machine, the variable start hole can be changed from a closed state in which it is difficult for a gaming ball to enter to an open state in which it is easier for a gaming ball to enter than the closed state, over a predetermined open time. When the gaming state is in a non-time-saving state, the frequency with which the variable start hole is in the open state is set to a normal frequency, and the possibility of a gaming ball entering the variable start hole is a normal possibility. On the other hand, when the gaming state is in a time-saving state, the frequency with which the variable start hole is in the open state is set to a high frequency, and the possibility of a gaming ball entering the variable start hole is improved compared to the non-time-saving state.
[0013] In addition, an example of a state in which the probability of hitting the variable starting hole is improved is an extended open state in which the open time of the variable starting hole is extended (including an extended open state in which the open time is extended by increasing the number of times the variable starting hole is in the open state). In addition, the number of times the variable starting hole is in the open state and the extended open time can be made equal between the first time-saving state and the second time-saving state, thereby making the manner of time-saving control (time-saving performance) equal.
[0014] In addition, the manner of time-saving control (time-saving performance) of the first time-saving state and the second time-saving state can also be specified by control other than (a) the control for improving the chance of scoring a ball and (b) the control for reducing fluctuations of the present invention. For example, it is possible to specify the control by (c) a stop time control that shortens the stop time of the special symbol, (b) a shortening control that shortens at least one of the fluctuation time and stop time of the normal symbol (described later), (d) a winning probability improvement control that improves the winning probability of the winning / losing judgment regarding the normal symbol, or by a combination of two or more of the controls shown in (a) to (d) (however, the combination must include at least one of (a) and (b)).
[0015] Here, in the following explanation, (a) the time-shortening state to which a transition is made via a special game will be referred to as the "a time-shortening state (jackpot time-shortening state)", (b) the time-shortening state to which a transition is made without a special game based on the count value counted by a specified counting means reaching a value indicating a specified number of times will be referred to as the "b time-shortening state (reached time-shortening state)", and (c) the time-shortening state to which a transition is made without a special game based on the determination of a specific pattern will be referred to as the "c time-shortening state (specific time-shortening state)". The "predetermined counting means" in (b) is a counting means for counting the number of hit / miss judgments that are executed under a predetermined condition without the result of the hit / miss judgment being a win. In addition, the special game can be exemplified by at least one of a big win game that has a possibility of obtaining a predetermined prize ball advantage and a small win game that has a possibility of obtaining a smaller prize ball advantage than the big win game.
[0016] In addition, the above-mentioned "predetermined number of times", i.e., the number of times the "b time-saving state" is activated (hereinafter, the number of times the game state transitions to the "b time-saving state", sometimes referred to as the specified number of times reached), can be determined, for example, as follows. This specified number of times can be set to a number that exceeds the upper limit of execution times (time-saving times) of the "a time-saving state", that is, the upper limit of the number of times that the win / loss judgment for the special symbol can be executed while maintaining the profit of the "a time-saving state". Specifically, this specified number of times can be set to a value that exceeds the "reciprocal" of the jackpot probability of this gaming machine.
[0017] In other words, if a jackpot is not generated (i.e., the jackpot is not generated) even after a number of hit / miss judgments exceeding the inverse of the jackpot probability (i.e., the probability of winning in the hit / miss judgment) in the normal probability state, the player is considered to be "stuck" (a jackpot should have been generated, but was not generated) and is intended to transition to the time-saving state (time-saving state b). For example, the transition to the "time-saving state b" occurs when the number of hit / miss judgments performed without a jackpot reaches about "900 times" when the jackpot probability (normal probability) is about three times the inverse of the jackpot probability (normal probability).
[0018] The above-mentioned "predetermined condition" may be, for example, (1) in a gaming machine equipped with a function for changing the probability of a jackpot in a hit / miss judgment regarding a special symbol from a normal probability to a high probability (hereinafter referred to as a probability changing function), the "predetermined condition" is that the probability of a jackpot in a hit / miss judgment is a normal probability, regardless of whether or not the game has transitioned to a time-saving state. Also, (2) in a gaming machine without a probability changing function, the "predetermined condition" may be always met. In addition, the "predetermined condition" may be satisfied by not transitioning to the time-saving state. In other words, the "predetermined condition" may be satisfied uniformly when the time-saving state has not been transitioned to, and the "predetermined condition" may not be satisfied when the time-saving state has been transitioned to.
[0019] In the present invention, the first time-shortening state can be exemplified by at least one of (1) a time-shortening state (a time-shortening state) to which a special game is entered after a special game is played, and (2) a time-shortening state (c time-shortening state) to which a special game is entered without playing based on the result of a win / loss determination being a specific result (based on a specific pattern being displayed as a confirmed result). In addition, in the present invention, the second time-shortening state is a time-shortening state (b time-shortening state) to which a transition is made when the number of correct / incorrect judgments reaches a specified number of times.
[0020] Here, the gaming machine of the present invention, for example, The apparatus includes a normal symbol win / loss determination means for determining whether a normal symbol has been won or lost based on the detection of a game ball by an operation detection unit (for example, a normal symbol operation gate), The variable starting hole can be changed from a closed state in which it is difficult for the game ball to enter into the opening hole, in which it is more likely for the game ball to enter into the opening hole than in the closed state, based on the result of the hit / miss judgment regarding the normal symbol being a hit. In addition, in the gaming machine of the present invention, the starting hole may be only the variable starting hole (the second starting hole described later), or in addition to the variable starting hole, the starting hole (the first starting hole described later) in which the possibility of the game ball entering the hole does not change may be provided. Effect of the Invention
[0021] As described above, the gaming machine of the present invention can sufficiently increase interest in gaming. [Brief description of the drawings]
[0022] [Figure 1] FIG. [Diagram 2] Front view of the game board 1. [Diagram 3] 1 is a rear view of the pachinko machine 50. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of a pachinko machine 50. [Diagram 5] A chart showing the features of 50 pachinko machines. [Figure 6] A chart showing the features of 50 pachinko machines. [Figure 7] 1 is a diagram showing the time-saving state operation patterns according to the game state in a pachinko machine 50. [Figure 8] A diagram showing the manner (time-saving performance) of time-saving control executed in the time-saving state granted in the pachinko machine 50 of each embodiment. [Figure 9] (a) is a time chart showing the start timing of the jackpot time-saving state, (b) is a time chart showing the start timing of the arrival time-saving state, and (c) is a time chart showing the start timing of the specific time-saving state. [Figure 10]4 is a flowchart showing an outline of a main routine executed by a main control device 80 of a pachinko machine 50. [Figure 11] 13 is a flowchart showing the control contents of the normal pattern start winning confirmation processing executed by the main control unit 80. [Figure 12] The first flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80. [Figure 13] 2 is a second flowchart showing the control contents of the normal symbol determination process executed by the main control unit 80. [Figure 14] 1A is a third flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80, and FIG. 1B is a fourth flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80. [Figure 15] 11 is a first flowchart showing the control contents of the normal symbol game processing executed by the main control device 80. [Figure 16] 6A is a second flowchart showing the control contents of the normal symbol game processing executed by the main control unit 80, and FIG. 6B is a third flowchart showing the control contents of the normal symbol game processing executed by the main control unit 80. [Figure 17] 13 is a flowchart of the special pattern winning confirmation process executed by the main control unit 80. [Figure 18] 13 is a first flowchart of the special symbol win / loss determination process executed by the main control unit 80. [Figure 19] Second flowchart of special symbol winning / losing determination process executed by the main control device 80 [Figure 20] 13A is a flowchart of a miss setting process executed by the main control device 80, and FIG. 13B is an explanatory diagram for explaining a modified example. [Figure 21] 1A is an explanatory diagram showing the contents of the command sent in the special pattern change start process, and FIG. 1B is a third flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Figure 22] 4th flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Diagram 23]5. A fifth flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Figure 24] The sixth flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Diagram 25] A diagram for explaining the command to enter the time-saving state and the command to end the time-saving state, etc. [Figure 26] 13 is a first flowchart of the jackpot game processing executed by the main control device 80. [Figure 27] 5 is a second flowchart of the big win game processing executed by the main control device 80. [Figure 28] 3 is a third flowchart of the jackpot game processing executed by the main control device 80. [Figure 29] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 30] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 31] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 32] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 33] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 34] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 35] 13 is a flowchart showing the time-saving effect flag management process executed by the sub-integrated control device 83. [Diagram 36] 1 is a flowchart 1 showing the performance start processing executed by the sub-integrated control device 83. [Figure 37] 2 is a flowchart 2 showing the performance start processing executed by the sub-integrated control device 83. [Figure 38] 13 is a flowchart showing the performance stop processing executed by the sub-integrated control device 83. [Figure 39] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 40] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 41] 13A is a flowchart showing the count command receiving process executed by the sub-integrated control device 83, and FIG. 13B is a diagram showing the relationship between the remaining number of times to be reached and the execution timing of the intermediate performance. [Diagram 42] 13 is a flowchart showing a count flag release process executed by the sub integrated control device 83. [Diagram 43] 11 is a flowchart showing the performance start processing executed by the sub-integrated control device 83. [Diagram 44] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 45] 13 is a flowchart showing the time-saving effect flag management process executed by the sub-integrated control device 83. [Figure 46] 11 is a flowchart showing the performance start processing executed by the sub-integrated control device 83. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0023] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings. Note that the present invention is not limited to the following embodiments, and various modifications may be made within the scope of the present invention.
[0024] (1) Example 1 As shown in Fig. 1, a pachinko machine 50, which is a type of gaming machine, has a structure in which each component is held by an outer frame 51, which is a vertically long fixed outer shell holding frame. Hinges 53 are provided on the top and bottom of the left side of the outer frame 51, and an inner frame 70 shown in Fig. 3 is attached to the other side of the hinge 53, and the inner frame 70 is configured to be openable and closable relative to the outer frame 51. A glass plate 61 is provided in the front frame 52 so as to be freely removable, and a game board 1 shown in Fig. 2 is attached to the inner frame 70 behind the glass plate 61.
[0025] The front frame 52 is configured to be openable and closable with respect to the inner frame 70, with the upper and lower hinges (not shown) on the left side as fulcrums. When the inner frame 70 is closed with respect to the outer frame 51 and the front frame 52 is closed with respect to the inner frame 70, a game can be played. When the front frame 52 is opened with respect to the inner frame 70, with the upper and lower hinges (not shown) on the left side as fulcrums, the front surface 1a of the game board 1 is opened, and a staff member of the pachinko parlor or the like can carry out work to eliminate any malfunctions that have occurred with the front surface 1a (such as work to eliminate ball jams in the game board 1). In the following description, the front frame 52 may also be referred to as a glass frame.
[0026] Speakers 66 are provided on the upper left and right sides of the front frame 52, and the game sounds generated by the pachinko machine 50 are outputted to improve the player's entertainment. In addition, in order to improve the player's entertainment, a plurality of frame side decorative lamps 65 that emit light according to the game status are also provided on the front frame 52. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A launching handle 64 is attached to the right side of the lower tray 63, and by rotating the launching handle 64 clockwise, a launching device (not shown) is operated, and the game balls supplied from the upper tray 55 are launched toward the game board 1.
[0027] The upper tray 55 is provided with an effect button 67 at the center of the upper part thereof that can be operated by the player. When the player operates the effect button 67 during the valid period, the effect content displayed on the effect pattern display device 6 described later is changed, and the game sound output by the speaker 66 is changed. The effect button 67 is provided with a jog dial 68 around it, and is configured so that the image for the effect can be changed by rotating the jog dial 68. The pachinko machine 50 is a so-called CR machine, and is provided with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, and the pachinko machine 50 is provided with a CR adjustment display device having a loan button 57, an adjustment button 58, and a balance display 59.
[0028] FIG. 2 is a front view of the game board 1 of the pachinko machine 50 of this embodiment. This game board 1 has a roughly circular game area 3 surrounded by known guide rails 2a, 2b, which is divided into a first game area portion 3L and a second game area portion 3R by a center case 5 located approximately in the center. The left side of the center case 5 is the first game area (hereafter referred to as the left hitting area) 3L, and the right side is the second game area (hereafter referred to as the right hitting area) 3R. A game ball that reaches the T part shown in the figure with a launch power of a predetermined force or more rolls on the guide path 3p, reaches the right hitting area 3R, and flows down the right hitting area 3R. On the other hand, a game ball that does not reach the T part because the launch power of the game ball is less than the predetermined value flows down the left hitting area 3L (the left side of the center case 5). Note that a large number of game nails are planted in the game area 3 (left hitting area 3L, right hitting area 3R) (not shown).
[0029] The center case 5, like known ones, is equipped with a warp entrance, a warp passage, a stage, and a window overlooking the screen 6a of the performance pattern display device 6. A first start opening 11 is located under the center case 5. Also, four regular winning openings 13 are provided to the left of the first start opening 11. These regular winning openings 13 are regular winning openings in which the winning rate does not change and balls can always be won. A normal symbol activation gate 17 is located in the right-hand hitting area 3R on the right side of the center case 5. In the right-hand hitting area 3R, a normal electric device 12A is arranged under the normal symbol operation gate 17. In addition, a second start hole 12 is provided inside the normal electric device 12A, so that a game ball that has entered the normal electric device 12A can enter the second start hole 12.
[0030] The normal electric prop 12A is provided with a pair of left and right wings 12t for opening and closing it, and these wings 12t are rotatable about a fulcrum on the lower end side, and the normal electric prop 12A is closed by narrowing the gap between the upper ends of the pair of wings 12t. When the normal electric device 12A is in the closed state, a gap is formed between the upper ends of the pair of wing pieces 12t that allows the passage of approximately one game ball, but an obstacle member 12a that prohibits the passage of the game ball is provided directly above the gap formed by the upper ends. Therefore, when the normal electric device 12A is in the open state, the game ball that has flowed down the right hitting area 3R may enter the normal electric device 12A and enter the second starting hole 12, but when the normal electric device 12A is in the closed state, it is impossible for the game ball to enter the normal electric device 12A (second starting hole 12). However, the obstacle member 12a may be removed from the upper part of the pair of wing pieces 12t, etc., so that the game ball can enter the normal electric device 12A (second starting hole 12) even when the normal electric device 12A is in the closed state.
[0031] In addition, when the interval between the upper ends of the pair of wings 12t is widened, the normal electric device 12A is opened. In other words, when the normal electric device 12A is opened, the pair of wings 12t is in a substantially inverted-H state when viewed from the front, the interval between the upper ends is widened to a number of diameters of a game ball, and the interval between the upper ends of each wing piece 12t and the obstacle member 12a is wider than the diameter of a game ball. Moreover, the opposing surfaces of the pair of wings 12t on the left and right constitute guide surfaces that guide the game ball that has reached the upper periphery of the second starting hole 12 into the inside of the second starting hole 12. Therefore, when the normal electric device 12A is opened, the game ball that flows down to the upper periphery of the normal electric device 12A (the upper ends of the pair of wings 12t) is more likely to enter the second starting hole 12.
[0032] In addition, a large prize opening 14 is located to the lower left of the normal electric device 12A (second starting opening 12), and a first starting opening (first starting winning device) 11 is located directly below the center case 5 and to the left of the large prize opening 14. The first starting hole 11 is configured to make it difficult for game balls that have flowed down the right hitting area 3R to enter the hole, due to the installed game nails (not shown) and the large center case 5 arranged in the approximate center of the game area 3. As a result, only game balls that have flowed down the left hitting area 3L can enter the hole. In other words, the possibility of game balls that have flowed down the right hitting area 3R entering the hole 11 is low.
[0033] At the bottom of the right-hand hitting area 3R, there are arranged a normal symbol display device 7 consisting of multiple LEDs, a normal symbol reserved number display device 8, a first special symbol display device 9 consisting of a 7-segment display device, a second special symbol display device 10 consisting of a 7-segment display device, a first special symbol reserved number display device 18 consisting of multiple LEDs, and a second special symbol reserved number display device 19 consisting of multiple LEDs. It becomes difficult for the player to reliably recognize the display contents of the various displays arranged in this position, and the player will play while paying attention to the display contents of the performance symbol display device 6.
[0034] By configuring the game board 1 as described above, the first special pattern (hereinafter also referred to as the first special pattern) in the first special pattern display device 9 starts to change based on the game ball that has flowed down into the left hitting area 3L entering the first start hole 11 (the first start hole switch 11a (see Figure 4) detects the game ball), and stops after a predetermined time.
[0035] When a game ball is made to flow down into the right-hand hitting area 3R, the game ball enters the normal symbol operation gate 17 (the normal symbol operation switch 17a (see FIG. 4) detects the game ball), and based on this, the normal symbol (hereinafter also referred to as the normal symbol) starts to be displayed variably on the normal symbol display device 7, and the normal electric role solenoid 12b (see FIG. 4), which will be described later, is driven according to the state of the normal symbol (won or lost) that stops after a predetermined time. In other words, when the normal symbol winning state (winning symbol) is displayed stopped on the normal symbol display device 7 and the normal electric role solenoid 12b is driven, the wing piece 12t of the second start hole (normal electric role 12A) opens almost synchronously, and the ball enters the second start hole 12 (detection of the second start hole switch 12a (see FIG. 4)) is made possible. When a game ball enters the second start hole 12 (the second special pattern start switch 12a (see Figure 4) detects the game ball), the second special pattern (hereinafter also referred to as the second special pattern) begins to change and is displayed in the second special pattern display device 10, and stops after a predetermined time.
[0036] During the fluctuation of the first special pattern and the second special pattern, the performance mode linked to the fluctuation of each special pattern (hereinafter also referred to as special pattern) is displayed on the performance pattern display device 6. In addition, the first special pattern and the second special pattern do not change at the same time, and the fluctuation of the second special pattern (win / lose judgment) is carried out with priority regardless of the order of balls entering the first starting hole 11 and the second starting hole 12. Specifically, if there is a reserved memory of the first special pattern, the fluctuation of the second special pattern stops, and the state becomes one in which there is no reserved memory of the second special pattern, and the fluctuation of the reserved memory of the first special pattern (win / lose judgment) begins. This point will be described later. However, unlike this embodiment, the first special pattern and the second special pattern may be changed in the order in which the balls enter the first starting hole 11 and the second starting hole 12, or the first special pattern and the second special pattern may be changed simultaneously.
[0037] A large prize opening solenoid 14b (see FIG. 4), which will be described later, is driven according to the state in which the first special symbol and the second special symbol are determined and displayed. When the large prize opening solenoid 14b is driven, the door member 14t of the large prize opening 14 opens almost synchronously, and the game ball can enter the large prize opening 14 (the count switch 14a (see FIG. 4) detects the game ball). That is, a door member (opening / closing member) 14t is supported at the bottom end of the big prize opening 14 so as to be tiltable, and in a non-special game state (when neither a big prize game nor a small prize game described later is being played), the big prize opening 14 is closed by the door member 14t and game balls cannot be inserted. On the other hand, in a special game state (a big prize game, etc.), the door member 14t tilts (tilts toward the player facing the game board 1), and the big prize opening 14 is opened and game balls can be inserted.
[0038] As described above, since the normal symbol operation gate 17, the second start hole 12, and the big prize hole 14 are arranged in the right-hand hitting region 3R (to the right of the center case 5), when the special game state (big win game state, etc.) and the time-saving state (time-saving state a, time-saving state b, time-saving state c) are entered, the launch handle 64 is adjusted (the launch power of the game balls is adjusted to a predetermined force or more) so that all the launched game balls reach the right-hand hitting region 3R. On the other hand, since the first start hole 11 is arranged almost directly below the center case 5, and in the non-open extension state (non-time-saving state), the frequency with which the normal electric device 12A (second start hole 12) is in the open state is low (much lower than in the time-saving state), the launch handle 64 is adjusted (the launch power of the game balls is adjusted to less than a predetermined force) so that all the launched game balls reach the left-hand hitting region 3L.
[0039] In this pachinko machine 50, since the opening extension function is activated in the time-shortening states (time-shortening state A, time-shortening state B, and time-shortening state C described below) (to perform control to improve the possibility of winning the ball), the time-shortening states are sometimes referred to as the opening extension states (time-shortening state A, time-shortening state B, and time-shortening state C).
[0040] However, in the time-saving state (a time-saving state, b time-saving state, c time-saving state described below), Of the opening extension function of the variable starting hole (second starting hole 12) and the variable shortening function of the special pattern, only the variable shortening function may be operated without activating the opening extension function, or only the opening extension function may be operated without activating the variable shortening function.
[0041] A large number of game pegs (not shown) are planted in the game area 3 of the game board 1, and an outlet 2d is provided at the bottom of the board surface. As shown in FIG. 3, the back side of the pachinko machine 50 has an inner frame 70, which is detachably attached to the game board 1, housed in the outer frame 51. The inner frame 70 is provided with a ball tank 71, a tank rail 72, and a payout device 73 from above. With this configuration, if a game ball enters the winning hole on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 through the tank rail 72 by the payout device 73 to the upper tray 55. In addition, a main control device 80, a payout control device 81, a performance symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85 are provided on the back side of the pachinko machine 50. The performance symbol control device 82 and the sub-integrated control device 83 correspond to the sub-control devices.
[0042] The main control device 80, the performance symbol control device 82, and the sub integrated control device 83 are provided on the game board 1, and the payout control device 81, the launch control device 84, and the power supply board 85 are provided on the inner frame 70. Although the launch control device 84 is not shown in FIG. 3, the launch control device 84 is provided below the payout control device 81. An external connection terminal 78 is provided on the right side of the ball tank 71, and signals indicating the game status and game results are sent to a hall computer (not shown) from this external connection terminal 78. Conventionally, two types of external connection terminals 78 for sending signals to the hall computer are used: one for the board (a terminal for outputting signals output from the game board side to the hall computer) and one for the frame (a terminal for outputting signals output from the frame side (front frame 52, inner frame 70, outer frame 51) to the hall computer). In this embodiment, a signal indicating the game status and game results is sent to the hall computer via one external connection terminal 78.
[0043] In addition, detection signals are input to the main control device 80 from the glass frame opening switch 35 and the inner frame opening switch 36. When the inner frame 70 is closed relative to the outer frame 51, the inner frame switch 36 (see FIG. 4) is turned ON, and when the inner frame 70 is open relative to the outer frame 51, the inner frame switch 36 is turned OFF. Furthermore, the glass frame opening switch 35 can be provided on the back side of the inner frame 70.
[0044] The main control device 80 on the back side of the pachinko machine 50 is provided with a performance display device 48, a setting key SW47, and a RAM clear switch 46. The RAM clear switch 46 is a switch for clearing the RAM by turning on the power switch 86 and powering on the device while pressing the RAM clear switch 46. The RAM clear switch 46 also functions as an operating means for changing the step setting value to an arbitrary value when changing the settings. Here, the pachinko machine 50 of this embodiment may be provided with a function for changing the setting of the jackpot determination probability. For example, when any of the six types (types) of setting values 1 to 6 can be set, different jackpot determination probabilities are provided in stages corresponding to each of the setting values 1 to 6. In this case, the jackpot winning probability corresponding to the setting value 1 increases in the order of (1 / 300), setting value 2 (1 / 290), setting value 3 (1 / 280), setting value 4 (1 / 270), setting value 5 (1 / 260), and setting value 6 (1 / 250).
[0045] In the pachinko machine 50 of this embodiment, an administrator (such as a pachinko parlor staff member) inserts the setting key SW47 into the setting switch (keyhole) and rotates the operating position of the setting key SW47 in a predetermined direction (for example, clockwise) based on the initial position to turn the setting switch ON. In this state, if the RAM clear switch 46 is pressed and the power is turned on to the pachinko machine 50, the mode of the pachinko machine 50 becomes the setting change mode. In this setting change mode, an administrator (such as a pachinko parlor staff member) can change the setting value by pressing the RAM clear switch 46 (setting change button). That is, each time the RAM clear switch 46 (setting change button) is pressed, the setting value is changed in the order of setting value 1 to setting value 6, and then back to setting value 1... At this time, as the setting value is changed, a numerical value indicating the setting value at that time is displayed on the performance display device 48.
[0046] The electrical configuration of this pachinko machine 50 is centered around the main control device 80, as shown in the block diagram of Figure 4. Although not shown in detail, the main control device 80, payout control device 81, performance symbol control device 82, and sub-integrated control device 83 all have a CPU, ROM, RAM, input port, output port, etc. In addition, in response to an interrupt signal with a 2 ms or 4 ms cycle, the CPU of each of these control devices starts a program consisting of a main routine and a subroutine loaded in the ROM, and various controls are executed. The main control device 80 also has a random number counter that extracts (generates) various random numbers, etc. In addition, in this embodiment, the launch control device 84 is not provided with a CPU, ROM, or RAM. However, this is not limited to this, and the launch control device 84 may be provided with a CPU, ROM, RAM, etc.
[0047] The main control device 80 receives detection signals from a first start port switch 11a which detects a game ball that has entered the first start port 11, a second start port switch 12a which detects a game ball that has entered the second start port 12, a normal pattern activation switch 17a which detects a game ball that has entered a normal pattern activation gate 17 which activates a normal pattern, a count switch 14a for counting game balls that have entered the special prize port 14, and a general prize port switch 13a which detects game balls that have entered the general prize port 13.
[0048] The main control unit 80 operates according to a program installed therein, and generates various commands related to the progress of the game based on the above-mentioned detection signals, etc., and outputs them to the payout control unit 81 and the sub-integrated control unit 83. In addition, the main control device 80 controls the display of the first special pattern display device 9 and the second special pattern display device 10, which are connected via the pattern display device relay terminal board 90, and the lighting of the first special pattern reserved number display device 18, the second special pattern reserved number display device 19, the normal pattern display device 7, and the normal pattern reserved display device 8.
[0049] Furthermore, the main control device 80 controls the opening and closing of the large prize opening 14 by controlling the large prize opening solenoid 14b, and controls the opening and closing of the normal electric device (second starting opening 12) by controlling the normal electric device solenoid 12b. The output signal from the main control device 80 is also output to the test signal terminal, and signals for managing the fluctuation of symbols, the big win (also called special game), etc. are output to the external connection terminal 78 and sent to the hall main computer 87. The main control device 80 and the payout control device 81 are capable of two-way communication.
[0050] The payout control device 81 operates the payout motor 20 in response to a command sent from the main control device 80 to pay out prize balls. In this embodiment, a detection signal from the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 counts the prize balls. Alternatively, a detection signal from the payout switch 21 may be input to the main control device 80 and the payout control device 81, and the payout balls may be counted by both the main control device 80 and the payout control device 81.
[0051] The payout control device 81 stops the payout motor 20 and stops the payout operation of the prize balls when the full switch 22 and the ball out switch 23 input a signal indicating that the lower tray 63 is full, and when the ball out switch 23 inputs a signal indicating that there are few or no game balls in the ball tank. The full switch 22 and the ball out switch 23 are also configured to continue outputting signals until the condition is resolved, and the payout control device 81 resumes driving the payout motor 20 when the signal is no longer output.
[0052] The payout control device 81 also communicates with the prepaid card unit via the CR unit terminal board 24 to operate the payout motor 20 and dispense the dispensed balls. The dispensed balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the settlement display board 25 so as to be able to communicate bidirectionally, and the settlement display board 25 is connected to a ball loan button for requesting the loan of game balls, a return button for requesting settlement, and a balance display.
[0053] In addition, the payout control device 81 transmits information regarding winning balls, information indicating the open / closed status of the frames (inner frame, front frame), etc. to the hall computer 87 via the external connection terminal 78, and also transmits a launch stop signal to the launch control device 84. In this embodiment, the game balls are paid out, but the game balls generated in response to winning or the like may be stored without being paid out.
[0054] The launch control device 84 controls the launch motor 30 to launch the gaming balls into the game area 3. In addition to the payout control device 81, the launch control device 84 also receives a rotation amount signal from the launch handle 64, a touch signal from the touch switch 28, and a launch stop signal from the launch stop switch 29. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and when the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.
[0055] When the pachinko machine 50 is powered on with the RAM clear switch (SW) 46 (located on the main control unit 80 in the illustrated example) pressed, all but a portion of the RAM area is cleared and the RAM is initialized. In this embodiment, the step setting values (so-called values indicating settings 1 to 6) are also configured not to be erased by RAM clearing. Specifically, the RAM clearing process is configured not to erase areas related to the step setting values among the RAM areas erased by RAM clearing. As described above, the pachinko machine 50 is provided with a RAM clear SW 46 in the main control device 80 for erasing information stored in the RAM. The RAM clear SW 46 may be provided in the payout control device 81 or the power supply board 85. The performance display device 48 is provided in the main control device 80 and is controlled by the main control device 80. In this embodiment, the main control device 80 is also provided with a setting key SW 47 used when changing or checking settings as described above.
[0056] The sub-integrated control device 83 corresponds to the sub-control device, and receives data and commands sent from the main control device 80, sorts them into data for performance display control, sound control, and lamp control, and sends the commands for performance display control to the performance pattern control device 82, and distributes the commands for sound control and lamp control to each control part contained in it (functional parts as sound control device and lamp control device). The functional unit as a voice control device (represented as a voice control unit 83a in FIG. 4) controls the voice output from the speaker 66 by operating the sound LSI based on the data for voice control, that is, controls the volume and the type of sound (for example, the type of notification sound, control of setting suggestion sound, etc.) etc. The functional unit as a lamp control device (represented as a lamp control unit 83b in FIG. 4) controls various LEDs and lamps 26 by operating a lamp driver based on the data for lamp control.
[0057] In addition, the sub-integrated control device 83 is connected to the effect button 67 and the jog dial 68, and when the player operates the effect units 67, 68, the operation signal is input to the sub-integrated control device 83. The jog dial 68 may be configured to be connected to the effect symbol control device 82. The sub-integrated control device 83 and the performance pattern control device 82 are capable of two-way communication. The performance pattern control device 82 controls the performance pattern display device 6 based on the data and commands received from the sub-integrated control device 83 (both of which are sent from the main control device 80 and generated by the sub-integrated control device 83), and displays performance images such as performance patterns on the screen 6a of the performance pattern display device 6. In this embodiment, the sub-integrated control device 83 and the performance pattern control device 82 are separated into separate devices, but they may also be integrated into a single device.
[0058] The power supply board 85 (see FIG. 3) is configured as a DC power supply that generates a DC voltage from power supplied from an external AC power supply, and supplies power to each component of the pachinko machine 1 by operating a power switch provided on the power supply board 85. The power supply board 85 is equipped with a backup power supply consisting of a capacitor and the like, and stores power in the backup power supply while power is being supplied from the AC power supply. As a result, in the event of a power outage, power is supplied to the main control device 80 and the like (for example, the RAM of the main control device 80, etc.), and data in the RAM of the main control device 80 is retained for a certain period of time even after the power supply from the AC power supply is stopped. The backup power supply may be provided in the main control device 80, or in a device other than the power supply board. In this case, the power supply board outputs a supply signal to a device equipped with a backup power supply when power is being supplied from the AC power supply, and outputs a power outage signal to the device equipped with a backup power supply when the power supply is stopped.
[0059] Next, the basic specifications of the pachinko machine 50 of this embodiment will be described with reference to Figs. The pachinko machine 50 of this embodiment is a so-called "time-saving machine" and does not have a high probability state in which the probability of determining a jackpot in the judgment of whether a special symbol is a hit is higher than usual. In other words, the probability of determining a jackpot in the judgment of whether a special symbol is a hit does not change, and is always performed at the normal probability. However, the pachinko machine 50 of this embodiment may have the high probability state. In the pachinko machine 50, a hit / miss judgment of a first special symbol (hereinafter referred to as a first hit / miss judgment) is executed based on a ball entering the first starting hole 11. Also, a hit / miss judgment of a second special symbol (hereinafter referred to as a second hit / miss judgment) is executed based on a ball entering the second starting hole 12.
[0060] When the first hit / miss judgment is executed, the stopping pattern (a big hit pattern or a miss pattern) of the first special pattern and the change pattern (a change pattern that specifies the time during which the first special pattern is changed and displayed) are determined by random number lottery, and the first special pattern display device 9 and the performance pattern display device 6 start changing the patterns based on the determined change time. After that, after the change time of the first special pattern has elapsed, the stopping pattern (confirmed pattern) of the first special pattern is displayed on the first special pattern display device 9, and the performance pattern corresponding to the first special pattern is stopped and displayed (confirmed display) on the performance pattern display device 6, and the result of the first hit / miss judgment is notified.
[0061] In addition, when the second hit / miss judgment is executed, the stopping pattern (a big hit pattern or a miss pattern) of the second special pattern and the change pattern (a change pattern that specifies the time during which the second special pattern is changed and displayed) are determined by random number lottery, and the second special pattern display device 10 and the performance pattern display device 6 start changing the patterns based on the determined change time. After that, after the change time of the second special pattern has elapsed, the stopping pattern (confirmed pattern) of the second special pattern is displayed on the second special pattern display device 10, and the performance pattern corresponding to the second special pattern is stopped and displayed (confirmed display) on the performance pattern display device 6, and the result of the second hit / miss judgment is notified.
[0062] When the result of the first special symbol hit / miss judgment (first hit / miss judgment) or the second special symbol hit / miss judgment (second hit / miss judgment) is a jackpot, the special symbols are displayed in a variable manner for a predetermined time, and then the special symbols (first special symbol, second special symbol) are displayed as a jackpot symbol (special symbol 1_jackpot symbol 1, special symbol 1_jackpot symbol 2, special symbol 1_jackpot symbol 3, special symbol 2_jackpot symbol 1, or special symbol 2_jackpot symbol 2). As a result, the condition device is activated, which activates the role-playing device, and the jackpot game is played in which the jackpot opening 14 is opened in a predetermined manner.
[0063] In the pachinko machine 50 of this embodiment, when the result of the first hit / miss judgment is a hit, as shown in FIG. 5(a), the stopping pattern (the hit pattern displayed as confirmed) will be "Special pattern 1_jackpot pattern 1 (4R normal jackpot pattern)" with a probability of "35%", "Special pattern 1_jackpot pattern 2 (6R normal jackpot pattern)" with a probability of "60%", and "Special pattern 1_jackpot pattern 3 (6R normal jackpot pattern)" with a probability of "5%".
[0064] Also, as shown in FIG. 5(b), if the result of the second hit / miss judgment is a hit, the result will be “Special chart 2_jackpot pattern 1 (6R normal jackpot pattern)” with a probability of “40%”, and the result will be “Special chart 2_jackpot pattern 2 (8R normal jackpot pattern)” with a probability of “60%”.
[0065] And all of the jackpot symbols are so-called "normal jackpot symbols (jackpot symbols that do not increase the jackpot probability even if they are displayed as confirmed symbols)." In other words, when the stop display (confirmation display) is made, a normal jackpot occurs, and after the corresponding jackpot game (4R jackpot game, 6R jackpot game, or 8R jackpot game) is played, the game state of the pachinko machine 50 transitions to a normal probability state and time-saving state (hereinafter, sometimes referred to as the "normal probability / time-saving state") (see FIG. 9(a)). This normal probability / time-saving state is the a-time-saving state.
[0066] In this embodiment, the state transitions to the normal probability / time-saving state (a time-saving state) regardless of whether any of the jackpot patterns are displayed (determined display), but it may not transition to the normal probability / time-saving state (a time-saving state) regardless of whether any of the jackpot patterns are displayed (determined display). For example, after the end of a jackpot game that is executed based on the result of the first hit / miss judgment being a jackpot, the state may be in the normal probability state and non-time-saving state (hereinafter, sometimes referred to as the "normal probability / non-time-saving state"), or the rate of transition to the normal probability / time-saving state (a time-saving state) may be lower than after the end of a jackpot game that is executed based on the result of the second hit / miss judgment being a jackpot.
[0067] If the result of the first special symbol hit / miss judgment (first hit / miss judgment) is a jackpot and the jackpot game is executed based on the confirmed display of the jackpot symbol "Special symbol 1_jackpot symbol 1" or "Special symbol 1_jackpot symbol 2", then the normal probability / time-saving state (a time-saving state) is entered, the game will continue until the number of times the "special symbol hit / miss judgment (first hit / miss judgment or second hit / miss judgment)" executed after the jackpot game has been executed reaches 100 or the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) results in a jackpot.
[0068] In addition, if the result of the first special symbol hit / miss judgment (first hit / miss judgment) is a jackpot and the jackpot game is executed based on the confirmed display of "Special symbol 1_jackpot symbol 3" as the jackpot pattern, and then the normal probability / time-saving state (a time-saving state) is entered, the game will continue until the number of times the "special symbol hit / miss judgment (first hit / miss judgment or second hit / miss judgment)" executed after the jackpot game has been executed reaches 950 or the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) results in a jackpot.
[0069] Then, when the "normal probability time-saving state (a time-saving state)" that is entered after the jackpot game is played based on the result of the first hit / miss judgment being a hit is ended, the game state becomes the normal probability non-time-saving state. Here, the number of hit / miss judgments that can be performed while maintaining the a time-saving state (100 times or 950 times) is called the number of time-saving times in the a time-saving state.
[0070] In addition, if the normal probability / time-saving state (a time-saving state) is entered after the jackpot game, which is executed based on the result of the hit / miss judgment (first hit / miss judgment) of the second special symbol, is executed, the game will continue until the number of times the "hit / miss judgment (first hit / miss judgment or second hit / miss judgment)" regarding the special symbol executed after the jackpot game reaches "100 times" or the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot. Then, when this normal probability / time-saving state (a time-saving state) ends, the game state will return to the normal probability / non-time-saving state (i.e., the normal state). In the following explanation, when the result of the hit / miss judgment is a jackpot and the jackpot game is played, the time-saving state (time-saving state A) to which the player enters may be referred to as the "jackpot time-saving state" based on the cause of the transition.
[0071] In addition, this time-saving state (time-saving state a) is a state in which the opening time of the normal electric device (second starting port 12) is extended (opening extension function) and the variable time-saving function that shortens the average fluctuation time of the special and normal patterns is activated (i.e., a state in which time-saving control is performed), and the non-time-saving state is a state in which the opening extension function and the variable time-saving function are not activated (i.e., a state in which time-saving control is not performed).
[0072] Also, as shown in Figure 5 (c) in this pachinko machine 50, when the game state is in the normal probability state (whether it is in the non-time-saving state or the time-saving state) and the number of times that the "win / lose judgment regarding the special pattern (first win / lose judgment or second win / lose judgment)" is executed without resulting in a jackpot reaches "900 times (prescribed number of times reached)", the game state transitions to the normal probability / time-saving state (hereinafter, this time-saving state may be referred to as the b-time-saving state) (see Figure 9 (b)).
[0073] In other words, when the number of hit / miss judgments (first hit / miss judgment or second hit / miss judgment) performed in the normal probability state reaches the specified number of times, the game will transition to the normal probability / extended open state (b time-saving state) without going through a jackpot game. This normal probability / time-saving state (b time-saving state) will continue until the number of hit / miss judgments (first hit / miss judgment or second hit / miss judgment) performed after the transition to the normal probability / time-saving state (b time-saving state) reaches "900 times" or the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot.
[0074] In the following explanation, the time-shortening state (time-shortening state b) to which a transition occurs when the number of correct / incorrect judgments (first correct / incorrect judgment or second correct / incorrect judgment) reaches a specified number of times may be referred to as the ``reached time-shortening state'' based on the cause of the transition. Here, as shown in FIG. 5(d), the specified number of times reached is the number of times the special pattern changes counted from the "RAM clear process" that initializes the RAM installed in the main control unit 80 or "after a jackpot occurs (after a jackpot game is executed)", that is, the number of "win / lose determinations regarding the special pattern" that are executed under normal probability conditions without the result of the win / lose determination resulting in a jackpot.
[0075] In the embodiment, the number of times the specified number of times is reached is not particularly limited as long as it is a value (a value exceeding 300) that exceeds the "reciprocal" of the jackpot probability (1 / 300). In other words, if a jackpot is not generated even if the hit / miss judgment is performed a number of times that exceeds the "reciprocal" of the jackpot probability in the normal probability state, the player is considered to be "stuck" and is shifted to a time-saving state in order to rescue the player who continues to play normally. More specifically, when the jackpot probability is "1 / 300", for example, the number of times can be 301 times or more, particularly 700 times or more, or any number between 750 and 900 times.
[0076] In this embodiment, when the game transitions to the "attainment time-saving (b time-saving state)", it is highly likely that a much larger number of time-saving times can be obtained than in the big win time-saving (a time-saving state). Here, the number of hit / miss judgments (900 times) that can be performed while maintaining the b time-saving state is called the number of time-saving times in the b time-saving state.
[0077] However, the number of time-saving times (950 times) set in the jackpot time-saving state (a time-saving state) to which the transition is made after the jackpot game is executed based on the result of the first hit / miss judgment being a jackpot and the confirmed display of the jackpot pattern "Special Chart 1_Jackpot Pattern 3" is made is greater than the number of time-saving times (900 times) set in the "reach time-saving state (b time-saving state)."
[0078] The arrival time-saving state (b time-saving state), like the jackpot time-saving state (a time-saving state), is a state in which the opening time of the normal electric device (second starting hole 12) is extended (opening extension function) and the time-saving function that shortens the average fluctuation time of the special and normal patterns is activated.
[0079] In the pachinko machine 50 of this embodiment, even when the game state is not in the time-saving state as shown in Fig. 6(a) or when the game state is in the time-saving state as shown in Fig. 6(b), if the result of the first win / loss judgment is a miss, "special chart 1_missing pattern 1" or "special chart 1_missing pattern 2" is displayed as the miss pattern. Also, if the result of the first win / loss judgment is a miss, the probability that the miss pattern is set to "special chart 1_missing pattern 1" (probability of being selected by random number lottery) is "149 / 150", and the probability that the miss pattern is set to "special chart 1_missing pattern 2" (probability of being selected by random number lottery) is "1 / 150". Here, "Special chart 1_missing pattern 1" constitutes a specific example of a non-specific missing pattern (non-specific pattern), and "Special chart 1_missing pattern 2" constitutes a specific example of a specific missing pattern (specific pattern).
[0080] Here, in this embodiment, the specific symbol is set as one aspect of the losing symbol (special symbol 1_losing symbol 2), but in the present invention, the specific symbol may be set regardless of the losing symbol. For example, if the result of the hit / miss judgment regarding the special symbol is not a big hit, it may be judged whether or not it is a specific win, and if it is a specific win, the specific symbol may be selected as the stopping symbol, and if it is not a specific win, a non-specific symbol may be selected as the stopping symbol.
[0081] In addition, if the result of the second hit / miss judgment is a miss, as shown in Fig. 6(c), "Special chart 2_missing chart 1" is displayed as a miss pattern. Note that, if the result of the second hit / miss judgment is a miss, the probability that the miss pattern is set to "Special chart 2_missing chart 1" is "100%, and this "Special chart 2_missing chart 1" constitutes a specific example of a non-specific miss pattern. In this embodiment, the first special symbol includes a specific losing symbol (specific losing symbol), but the second special symbol does not include a specific losing symbol (specific symbol). However, the second special symbol may include a specific losing symbol.
[0082] When the game state is in the non-time-saving state, if a specific losing symbol (special symbol 1_losing symbol 2) is displayed (determined display), a specific losing occurs, and as shown in FIG. 6(a), the game state of the pachinko machine 50 transitions to a normal probability state and time-saving state (time-saving state c) without executing a jackpot game (without going through a jackpot game). This normal probability and time-saving state (time-saving state c) continues after transition to the state (time-saving state c) until the number of times that the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) regarding the special symbol is performed reaches 50 times or the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot (see FIG. 9(c)). Here, the number of hit / miss judgments that can be performed while maintaining the time-saving state c (50 times) is called the number of time-saving times in the time-saving state c.
[0083] Based on the specific losing pattern (specific pattern) being displayed, the "normal probability state and time-saving state" to which the game transitions without going through a jackpot game is the specific time-saving state (c time-saving state). Note that even if a non-specific losing pattern is stopped (determined), this does not trigger a transition to the time-saving state. Then, when this normal probability / time-saving state (c time-saving state) ends, the game state becomes a normal probability / non-time-saving state (normal state).
[0084] This specific time-saving state (c time-saving state), like the jackpot time-saving state (a time-saving state), extends the opening time of the normal electric device (second starting hole 12) (opening extension function) and activates the time-saving function that shortens the average fluctuation time of the special and normal patterns. Here, the time-saving state (c time-saving state) in which the specific loss pattern (special pattern 1_loss pattern 2) is displayed and shifted to without executing the jackpot game is called the "specific time-saving state" and may be distinguished from other time-saving states (a time-saving state and b time-saving state) that have different activation triggers.
[0085] On the other hand, in this embodiment, as shown in Figure 6 (b), when the game state is in a time-saving state (either time-saving state a, time-saving state b, or time-saving state c), even if a specific missing pattern (special pattern 1_missing pattern 2) is displayed as a confirmed pattern, it is not treated as a specific miss, but as a simple miss. That is, in this embodiment, when the game state is in the time-saving state (either the a time-saving state, the b time-saving state, or the c time-saving state), if a specific losing symbol (special symbol 1_losing symbol 2) is displayed as confirmed, the number of time-saving times is maintained as it is, and is not newly added with 50 times. For example, when the number of win / loss judgments that can be performed while maintaining the time-saving state (remaining number of times) is 20, even if a specific losing symbol (special symbol 1_losing symbol 2) is displayed as stopped (confirmed), the number of time-saving times is not "20 times + 50 times" but is maintained as "20 times".
[0086] In addition, when the game state is in the time-saving state (time-saving state a, time-saving state b, or time-saving state c), if a specific losing symbol (special symbol 1_losing symbol 2) is displayed as confirmed, it may not be treated as a simple loss. For example, when the game state is in the time-saving state (time-saving state a, time-saving state b, or time-saving state c), when a specific losing symbol is displayed as confirmed, the remaining number of times of winning / losing judgment that can be performed in the ongoing time-saving state and the number of time-saving times of the time-saving state (specific time-saving state) that are granted when the specific losing symbol is stopped and displayed may be compared, and if the number of time-saving times is greater than the remaining number, the remaining number of times may be updated with the number of time-saving times (50 times) that are to be granted when the game state transitions to the time-saving state c.
[0087] For example, when the remaining number of times that can be performed in the ongoing time-saving state is "60 times," the remaining number is maintained even if a specific loss symbol is displayed as a confirmed result, and when the remaining number of times that can be performed in the ongoing time-saving state is "20 times," the remaining number may be updated to "50 times" even if a specific loss symbol is displayed as a confirmed result. In this way, even if a specific loss symbol is displayed as a confirmed result, the remaining number of times that can be performed in the ongoing time-saving state is not reduced, so the player is not disadvantaged.
[0088] Here, with reference to FIG. 7, the "game state when a trigger for transition to the time-saving state occurs" and the "type of time-saving state to be transitioned to" will be described. Regardless of whether the game state is "normal probability / non-time-saving state (so-called normal state)", "a time-saving state", "b time-saving state", or "c time-saving state", when the jackpot pattern is confirmed and displayed, it is possible to transition to "a time-saving state" via the jackpot game.
[0089] In addition, when the game state is "normal probability non-time-saving state (so-called normal state)", "time-saving state a", or "time-saving state c", if a transition opportunity to the reached time-saving state (time-saving state b) occurs, it is possible to transition to the reached time-saving state (time-saving state b) without going through a jackpot game. Note that when the game state is the reached time-saving state (time-saving state b), it is considered unrealistic to generate a transition opportunity to the reached time-saving state (time-saving state b). In other words, the possibility of a situation where the probability of a jackpot is 1 / 300, the result of the hit / miss judgment (hit / miss judgment regarding the special pattern) not resulting in a jackpot over 900 times, the game transitioning to a time-saving state (time-saving state b), and in this time-saving state (time-saving state b), the result of the hit / miss judgment (hit / miss judgment regarding the special pattern) not resulting in a jackpot over another 900 times, in other words, the possibility of a situation where the probability of a jackpot is 1 / 300 and there being no jackpot over 1,800 times, is quite low.
[0090] It is also possible to set up the time-saving state to only operate once before a jackpot (jackpot game) occurs, in which case the result of 900 hit / miss judgments (hit / miss judgments regarding the special pattern) in the time-saving state will not result in a jackpot, and a configuration is conceivable in which the state will not transition to the time-saving state even if hit / miss judgments (hit / miss judgments regarding the special pattern) are made again for 900 times after the time-saving state ends.
[0091] Furthermore, when the game state is in the "normal probability non-time-saving state (so-called normal state)", if a transition opportunity to the specific time-saving state (time-saving state c) occurs, it is possible to transition to the specific time-saving state (time-saving state c) without going through a jackpot game. In contrast, when the game state is in the "time-saving state a" or "time-saving state b", even if a specific miss pattern is displayed, the game does not transition to the "time-saving state c" anew, but rather the continuous time-saving state is maintained.
[0092] In this embodiment, even if special chart 1_missing pattern 2 is displayed as a confirmed symbol in the time-saving state, there is no transition to a new specific time-saving state (c time-saving state). However, if special chart 1_missing pattern 2 (specific missing pattern) is displayed as a confirmed symbol in the final change of the time-saving state (the final change in which a change display can be executed in the time-saving state, i.e., a change started with one remaining turn), a transition to the c time-saving state may be made.
[0093] Next, using Figure 5, we will explain the content of the jackpot game that is executed when the result of the hit / miss judgment (first hit / miss judgment, second hit / miss judgment) regarding the special pattern is a jackpot, and the game state to which the player transitions after executing the jackpot game.
[0094] As shown in Figure 5, when the result of the first hit / miss judgment is a hit, and "Special chart 1_hit pattern 1 (4R normal hit pattern)" is displayed, a 4R normal hit occurs and a "4R hit game" is played. Also, when the result of the first hit / miss judgment is a hit, and "Special chart 1_hit pattern 2 (6R normal hit pattern)" or "Special chart 1_hit pattern 3 (6R normal hit pattern)" is displayed, a 6R normal hit occurs and a "6R hit game" is played.
[0095] If the result of the second hit / miss judgment is a hit and "Special chart 2_jackpot pattern 1 (6R normal hit pattern)" is displayed, a 6R normal hit occurs and "6R jackpot game" is executed. Also, if the result of the second hit / miss judgment is a hit and "Special chart 2_jackpot pattern 2 (8R normal hit pattern)" is displayed, an 8R normal hit occurs and "8R jackpot game" is executed. Here, in the "4R jackpot game", a round game (maximum opening of 30 seconds or 10 counts per round) in which the large prize winning port 14 is opened is performed four times with a predetermined interval in between, and in the "6R jackpot game", a similar round game is performed six times with a similar interval in between. Furthermore, in the "8R jackpot game", a similar round game is performed eight times with a similar interval in between.
[0096] Although not shown in the figures, the number of winning balls awarded by balls entering the first starting hole 11 and the second starting hole 12 is three, and the number of winning balls awarded by balls entering the other winning holes 13 is ten. For this reason, when the game ball is shot toward the right hitting area 3R in the open extended state (time-saving state a, time-saving state b, time-saving state c), the balls enter the second starting hole 12 with high frequency, and by frequently winning "three" winning balls based on the balls entering the second starting hole 12, the so-called "ball loss" can be suppressed. The number of winning balls that can be won by entering the big winning hole 14 is 10. Furthermore, the number of winning balls that can be won by entering the big winning hole 14 is 10, and the number of winning balls that can be won by entering the normal electric device (second starting hole 12) is 9.
[0097] Next, the time-saving performance of each time-saving state will be described with reference to FIG. Here, the time-saving state is a state in which it is more advantageous to execute a hit / miss judgment for a special symbol than when the game state is in a normal state (non-time-saving state). In other words, it is a state in which the frequency of execution of a hit / miss judgment for a special symbol is increased by increasing the probability of the ball entering the second starting hole 12 and shortening the average fluctuation time of the special symbol, etc., compared to when the game state is in a normal state (non-time-saving state).
[0098] Here, in this embodiment, the following methods are used to increase the possibility of the ball entering the second starting hole 12 during the time-saving state: (1) a method of extending the opening time of the second starting hole 12, and (2) a method of improving the opening frequency of the second starting hole 12 by shortening the average fluctuation time of the normal patterns or increasing the probability of a hit in the judgment regarding the normal patterns.
[0099] In addition, in this embodiment, the time-saving performance of each time-saving state (time-saving state a, time-saving state b, time-saving state c) is set as follows. The average change time of the normal pattern is 5 seconds in the non-time-saving state, and shorter than 5 seconds in the time-saving state (time-saving state A, time-saving state B, time-saving state C). In other words, it is 1 second on average in the time-saving state A, 0.5 seconds on average in the time-saving state B, and 0.8 seconds on average in the time-saving state C.
[0100] The opening time of the normal electric device (second starting port 12) is "once every 0.3 seconds" in the non-time-saving state, and is longer in the time-saving states (time-saving state a, time-saving state b, time-saving state c) than in the non-time-saving state. In other words, it is "once every 2.0 seconds" in the time-saving state a, "once every 1.5 seconds" in the time-saving state b, and "twice every 1.0 seconds" in the time-saving state c.
[0101] The average change time of the special pattern is 20 seconds in the non-time-saving state, and is shorter than the average change time in the non-time-saving state in the time-saving state (time-saving state A, time-saving state B, time-saving state C). In other words, it is "average 10 seconds" in the time-saving state A, "average 5 seconds" in the time-saving state B, and "average 7 seconds" in the time-saving state C.
[0102] In addition, in the display of effects corresponding to the fluctuation of special symbols, the probability of executing a reach and the associated reach effect (hereinafter simply referred to as the "reach appearance rate") is an average of "21 / 229" in the non-time-saving state, an average of "7 / 229" in the jackpot time-saving state (time-saving state a), an average of "4 / 229" in the reach time-saving state (time-saving state b), and an average of "5 / 229" in the specific time-saving state (time-saving state c).
[0103] Also, the winning probability of the normal pattern is set to "1 / 6" in the non-time-saving state (non-open extended state), and is set to "5 / 6" in the time-saving state (time-saving state a, time-saving state b, time-saving state c). In this embodiment, the winning probability of the normal pattern is equal in any time-saving state, but the winning probability of the normal pattern may be different between at least one of the time-saving state a and the time-saving state c and the time-saving state b.
[0104] In addition, the winning probability of the normal pattern may be different depending on the type of time-saving state. For example, the winning probability of the normal pattern may be higher in the b time-saving state than in the a time-saving state or the c time-saving state, or may be lower. Furthermore, in this embodiment, the time-saving performance of the b time-saving state is different from the time-saving performance of the a time-saving state and the c time-saving state, but the time-saving performance of the b time-saving state may be the same as the time-saving performance of the a time-saving state and the c time-saving state.
[0105] With the above-mentioned configuration, in the pachinko machine 50 of this embodiment, when the game state is in the non-time-saving state, the player first shoots the game ball aiming at the left-hand hitting area 3L (hits from the left) and aims to generate a jackpot by the first hit / miss judgment by the ball entering the first starting hole 11. Then, after the jackpot is generated and the jackpot game is executed, the game moves to the jackpot time-saving state (time-saving state a), and the opening time of the normal electric role 12A (second starting hole 12) is extended, so the game ball launch mode is switched (made stronger) and the game ball is shot toward the right-hand hitting area 3R (hits from the right to aim for the ball to enter the second starting hole 12).
[0106] In addition, regardless of whether the game state is in the non-time-saving state or the time-saving state, when a hit / miss judgment (a hit / miss judgment regarding a special pattern) that is executed without the occurrence of a jackpot is performed a predetermined number of times (in this embodiment, "900 times"), the game transitions to the reached time-saving state (b time-saving state), and the opening time of the normal electric device 12A (second starting hole 12) is extended.
[0107] Furthermore, when the game state is in a non-time-saving state and a specific loss symbol is displayed, the game transitions to a specific time-saving state (time-saving state c) without a jackpot game, and the opening time of the normal electric device 12A (second starting hole 12) is extended. Even if a specific loss symbol is displayed as a confirmed symbol in a time-saving state (time-saving state a, time-saving state b, time-saving state c), it is treated as a normal loss (non-specific loss), and the game does not transition to the specific time-saving state based on the confirmed display of the specific loss symbol.
[0108] Furthermore, in this gaming machine 50, the amount of prize balls usually increases in proportion to the number of rounds of play, so in the pachinko machine 50 of this embodiment, there is a higher chance of winning a larger number of prize balls when the result of the second win / loss determination is a jackpot than when the result of the first win / loss determination is a jackpot.
[0109] In this embodiment, there is no difference in the bonus given after the jackpot game between the case where the result of the first hit / miss judgment is a jackpot and the case where the result of the second hit / miss judgment is a jackpot, but unlike this embodiment, a difference may be given between the two cases. For example, more bonuses may be given after the jackpot game when the result of the second hit / miss judgment is a jackpot than when the result of the first hit / miss judgment is a jackpot. In other words, the period of the time-saving state (time-saving state a) to which the game transitions after the jackpot game may be longer when the result of the second hit / miss judgment is a jackpot than when the result of the first hit / miss judgment is a jackpot.
[0110] Furthermore, the method of providing a difference in payoff when the result of the second win / loss determination is a jackpot and when the result of the first win / loss determination is a jackpot is not limited to this, and for example, the bonus awarded after a jackpot game may be the same and a difference in payoff may be provided depending on the amount of prize balls awarded when the jackpot game is played, or conversely, the amount of prize balls awarded after a jackpot game may be the same and a difference in payoff provided to the player may be provided depending on the amount of bonus awarded after the jackpot game. As described above, in this pachinko machine 50, the second starting hole 12 etc. are arranged in the right-hand hitting area 3R, and since the frequency of winning at the second starting hole 12 increases in the time-saving state (time-saving state a, time-saving state b, time-saving state c), the configuration induces the launch of the game ball into the right-hand hitting area 3R in the time-saving state (jackpot time-saving state, reach time-saving state, specific time-saving state).
[0111] In addition, in Example 1, as shown in FIG. 8, the average change time of the special pattern in the b time-saving state is different from that in the a time-saving state and the c time-saving state, and the degree of shortening of the change time of the special pattern in the b time-saving state (the average change time of the special pattern in the non-time-saving state (the degree of shortening relative to 20 seconds)) is different from the degree of shortening of the change time of the special pattern in the a time-saving state and the c time-saving state. Furthermore, the probability of a reach occurring in the b time-saving state is different from the probability of a reach occurring in the a time-saving state and the c time-saving state. In addition, the average change time of the special symbols is shorter in the b time-saving state and the c time-saving state than in the a time-saving state, and the occurrence probability of the reach is lower in the b time-saving state and the c time-saving state than in the a time-saving state. Therefore, the change of the special symbols is executed at shorter intervals in the b time-saving state and the c time-saving state than in the a time-saving state.
[0112] In this pachinko machine 50, the game proceeds as follows. First, the main routine executed by the main control device 80 of the pachinko machine 50 will be described with reference to the flowchart in FIG. 10. This main routine is executed periodically by a hardware interrupt approximately every 2 ms. In this embodiment, the process from S10 to S65, which is executed only once, is called the "main process", and the process of S70, which is executed repeatedly as long as time permits within the time remaining after executing this main process, is called the "remaining process". The "main process" is executed periodically by the above interrupt.
[0113] When a hardware interrupt is executed by the microcomputer, it is first determined whether or not it is a normal interrupt (S10). This determination process is performed by determining whether or not the value in a specified area of the RAM as memory is a specified value, and is intended to determine whether or not normal processing may be executed when the processing executed by the microcomputer transitions to this processing. Cases when the interrupt is not normal include when the power is turned on or when the microcomputer goes out of control due to noise, etc., but since microcomputer runaway is considered to be almost nonexistent due to recent technological improvements, it usually occurs when the power is turned on. When the power is turned on, the value in the specified area of the RAM is different from the specified value. If it is determined that the interrupt is not normal (S10: no), initial settings (for example, writing a specified value to a specified area of the memory, writing each initial value to the working area of the memory, etc., making the special and normal patterns the initial patterns, etc.) are made (S15), and the process moves to the remaining processing (S70).
[0114] If a positive judgment is made that the interrupt is normal (S10: yes), an initial value random number update process is executed (S20). This process is an increment process that increments the value of the initial value random number by +1 each time this process is executed, and increments the value of the initial value random number before this process is executed by +1. However, if the random number value before this process is executed is the maximum value "3966", it will return to the initial value "0" in the next process, and 3967 integers from "0" to "3966" will be repeatedly generated in ascending order.
[0115] The random number update process for determining a jackpot (S25) following S20 is an increment process that increments by +1 each time the process is executed, just like the initial value random number update process. When the maximum value, "3966", is reached, the next process returns to the initial value, "0", and 3967 integers from "0" to "3966" are repeatedly created in ascending order. The initial value of the random number for determining a jackpot is the value set in the initial value random number setting process. If this value is 250, the random number for determining a jackpot will be updated as follows: "250", "251", "252", ..., "3966", "0", "1", ...
[0116] When the random number for determining a jackpot goes through one cycle (updated 3967 times), the value of the initial random number at that time becomes the initial value of the random number for determining a jackpot, and the random number for determining a jackpot is incremented by +1 from its initial value. Then, when the random number for determining a jackpot goes through another cycle, the value of the initial random number at that time is set as the initial value of the random number for determining a jackpot. In other words, this series of operations continues to be repeated. In the above example, when the random number for determining a jackpot becomes "249", it is the first cycle, so the value after "249" will be the value of the initial random number. If the value of the initial random number is "87", it will change to "249", "87", "88", ... "3966", "0", "1", ... "86", and after "86" it will become a new value of the initial random number. The random number update process for determining the winning symbol (S30) is configured as a counter that repeatedly creates 100 integers from "0" to "99", and is incremented by +1 for each process. When the maximum value is exceeded, the counter returns to the initial value of "0".
[0117] The random number update process for determining a win (S35) following S30 is configured as a counter that repeatedly creates 997 integers from "0" to "996", and is incremented by +1 for each process. When the maximum value is exceeded, the counter returns to the initial value of "0". The random number update process for determining a win is used to draw normal patterns, while the other initial value random numbers, random numbers for determining a jackpot, random numbers for determining a jackpot pattern, random numbers for reaching a reach, and random numbers for determining a variation pattern are used to draw special patterns. The reach determination random number update process (S40) following S35 is configured as a counter that repeatedly creates 229 integers from "0" to "228", and is incremented by +1 for each process. When the maximum value is exceeded, the counter returns to the initial value of "0".
[0118] In addition, the number of values that can be reached in the non-time-saving state (when the variable time-saving function is not activated) is 21, with values ranging from "0" to "20", the number of values that can be reached in the jackpot time-saving state (time-saving state a) is 7, with values ranging from "0" to "6", the number of values that can be reached in the reached time-saving state (time-saving state b) is 4, with values ranging from "0" to "3", and the number of values that can be reached in the specific time-saving state (time-saving state c) is 5, with values ranging from "0" to "4".
[0119] The random number update process for determining the fluctuation pattern (S45) following S40 is configured as a counter that repeatedly creates 1021 integers from "0" to "1020", and is incremented by +1 for each process, returning to the initial value of "0" when it exceeds the maximum value. The random number update process for determining losing symbols (S46) is configured as a counter that repeatedly creates 3967 integers from "0" to "3966", and is incremented by +1 for each process, and when it exceeds the maximum value, it returns to the initial value of "0".
[0120] In the subsequent winning confirmation process (S50), winnings at the first start port 11, the second start port 12, winnings at the large winning port 14, the general winning port 13, and balls entering the normal pattern activation gate 17 are confirmed, and input processing is performed for each switch provided in the pachinko machine 50 and connected to the main control unit 80. The process of confirming whether a ball has entered each starting port and operating port (starting winning process) will be described later.
[0121] In this embodiment, when a game ball enters the first starting hole 11 or the second starting hole 12, multiple random numbers are obtained, such as a random number for determining a jackpot, a random number for determining a jackpot pattern, a random number for determining a variation pattern, and a random number for determining a reach. However, the number that can be reserved and stored is limited to four for each of the first starting hole 11 and the second starting hole 12, so even if a game ball enters the first starting hole 11 or the second starting hole 12 when the reserved memory is full of four balls, only prize balls (three balls) are paid out, and the multiple random numbers are not reserved and stored.
[0122] Next, a hit / miss determination process (S55) is performed as a condition establishment determination means for determining whether or not a big hit has occurred. When this hit / miss determination process (S55) is completed, each output process (S60) such as an image output process is executed. In each output process (S60), the main control device 80 executes output processes for the performance symbol control device 82, the payout control device 81, the launch control device 84, the sub-integrated control device 83, the large prize opening solenoid 14b, etc., depending on the progress of the game. That is, when the winning confirmation process (S50) detects that a game ball has won in each winning opening on the game board 1, it executes a process of outputting prize ball data to the payout control device 81 to pay out a game ball as a prize ball, a process of outputting sound data corresponding to the game status to the sub-integrated control device 83, and a process of outputting an error signal to the performance symbol control device 82 to notify that an error is occurring when there is an abnormality in the pachinko machine 50.
[0123] The subsequent fraud monitoring process (S65) is a process for monitoring whether or not fraud has been committed against the normal winning opening 13, and judges whether or not the number of game balls entering the winning opening within a specified time is more than a predetermined number, and if so, judges that fraud has occurred and notifies the user of that fact. In other words, the fraud judgment means is provided in the main control device 80.
[0124] The remaining process following this process is composed of an initial value random number update process (S70), which is exactly the same as the above-mentioned S20. This process forms an infinite loop and is executed repeatedly as long as time allows until the next interrupt is executed. The time required to execute the main process from S10 to S65 described above differs for each interrupt depending on whether or not the jackpot process is executed, the display mode of the special pattern, etc. As a result, the number of times the remaining process is executed also differs for each interrupt, and the value updated to the initial value random number by executing the interrupt process shown in FIG. 10 once is not uniform. This makes it extremely unlikely that the initial value random number will be synchronized with the random number for determining a jackpot. If the values of the initial value random number (3967 ways from 0 to 3966) when the random number for determining a jackpot goes through one cycle are generated at the same rate, the probability of synchronization is only 1 / 3967. In addition, the above-mentioned random number update process for determining a jackpot (S35) may also be configured to be executed within the remaining process.
[0125] Next, the start winning confirmation process for the normal symbol (hereinafter, sometimes referred to as the normal symbol start winning confirmation process) will be described with reference to Fig. 11. This normal symbol start winning confirmation process is one of the subroutines of the winning confirmation process (S50) of the main routine of Fig. 10. The start winning confirmation process for the normal symbol shown in FIG. 11 (normal symbol start winning confirmation process) judges whether or not there is a ball entering the normal symbol operation gate 17 (S100), and if there is a ball entering (S100: yes), judges whether or not the reserved memory for the normal symbol is full (S102). If the judgment is negative (S102: no), various random numbers such as a random number for determining whether or not the normal symbol is a winning symbol and a random number for determining a winning symbol (random number for determining a normal symbol) are extracted in the process of S104, and the various extracted random numbers are stored as reserved memories in the memory of the main control device 80 (a reserved memory process for normal symbols provided in the built-in RAM, not shown in FIG. 11) (maximum of four). Then, the display control of the normal symbol reserved number display device 8 and the normal symbol reserved number command transmission process to the performance symbol display device 82 and the sub integrated control device 83 are performed (S106), and this process is terminated (returned).
[0126] Also, if the processing of S100 determines that no game ball has entered the normal symbol activation gate 17 (S100: no) or if the reserved memory for normal symbols is full (S102: yes), the process returns.
[0127] Next, the winning / losing judgment process for the normal symbol (hereinafter, sometimes referred to as the normal symbol winning / losing judgment process) will be described with reference to Figures 12 to 14. This normal symbol winning / losing judgment process is one of the subroutines of the winning / losing judgment process (S55) of the main routine of Figure 10. In the normal symbol hit / miss judgment process (normal symbol hit / miss judgment process), first, it is judged whether the normal electric device 12A for opening the second starting hole 12 is operating (S110). If the normal electric device 12A is operating (S110: yes), it proceeds directly to the normal symbol game process. Also, if the normal electric device 12A is not operating (S110: no), it is judged whether the normal symbol is changing (S112). If it is not changing (S112: no), it is judged whether the fixed symbol is displayed (S114).
[0128] If the confirmed symbol is not being displayed (S114: no), it is determined whether or not there is a reserved memory of a normal symbol (S116), and if there is a reserved memory of a normal symbol (S116: yes), the number of reserved memories of normal symbols is decremented (S118), and the process proceeds to S120. If there is no reserved memory of a normal symbol (S116: no), the process proceeds directly to normal symbol game processing.
[0129] In S120, the oldest reserved memory is read (and the reserved memory is erased) and it is determined whether or not the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is set (i.e., 1). If the determination in S120 is positive (S120: yes), the winning determination random number for the read normal symbol is compared with the winning value recorded in the time-saving table (S122), and the process proceeds to S130 in Fig. 14. If the determination is negative (S120: no), the winning determination random number is compared with the winning value recorded in the normal table in S124, and the process proceeds to S130 in Fig. 13.
[0130] In this embodiment, when the game state is a normal probability (time-saving flag is "0"), the winning probability of the normal pattern is "1 / 6", and when the game state is a time-saving state (time-saving flag is "1"), the winning probability of the normal pattern is "5 / 6". When the time-saving flag is 1, the game state is a normal state in which the normal pattern probability variation function is activated.
[0131] In addition, the hit probability of the normal symbol (the probability that the result of the hit / miss judgment regarding the normal symbol is a hit) changes from the normal probability (in this embodiment, "1 / 6") to the high probability (in this embodiment, "5 / 6") on the premise that the continuous operation device of the accessory that started operating when the jackpot game started (see S388 in FIG. 22) has stopped operating. In other words, it is generally a prerequisite for the hit probability of the normal symbol to change to a high probability that the continuous operation device of the accessory that was operating during the jackpot game has stopped operating after the jackpot game ends. Therefore, the probability of winning the normal pattern is not necessarily changed from the normal probability to a high probability when the time-saving flag becomes "1", but the probability of winning the normal pattern may be changed to a high probability when the following two conditions are met: (1) the operation of the continuous operation device of the reel has stopped, and (2) the time-saving flag has become "1".
[0132] In S130 of Fig. 13, it is determined whether the normal symbol is a winning symbol, and if it is a winning symbol (S130: yes), the winning symbol is determined based on the winning symbol determination random number (S132), and the variation pattern is determined (S134). After that, the normal symbol winning symbol setting process is executed (S136), and the process proceeds to S140. On the other hand, if the normal symbol is not a winning symbol (S130: no), the variation pattern for losing is determined (S138), and the process proceeds to S140.
[0133] In the pachinko machine 50 of this embodiment, the normal pattern fluctuation time (the fluctuation time specified by the fluctuation pattern determined in S134 or S138) is an average of 5.0 seconds if the gaming state of the pachinko machine 50 is in the normal state (non-time-saving state), regardless of whether the result of the normal pattern hit / miss judgment is a hit or a miss, and regardless of the winning pattern, an average of 1.0 second if the gaming state of the pachinko machine 50 is in the a time-saving state (first time-saving flag = 1), an average of 0.5 seconds if the b time-saving state (second time-saving flag = 1), and an average of 0.8 seconds if the c time-saving state (third time-saving flag = 1).
[0134] Then, the process proceeds to S140, where the normal symbol display device 7 starts to change, and a normal symbol change start command is sent to the sub-integrated control device 83 (S140), and the process proceeds to normal symbol game processing. In the normal symbol winning setting process (S136) of this embodiment, if a positive judgment is made in S130 during the non-time-saving state, the normal electric roler 12A is set to an opening pattern of once every 0.3 seconds.
[0135] In addition, if a positive judgment is made in S130 during the time-saving state a, the normal electric device 12A is set to an opening pattern of once every 2 seconds, if a positive judgment is made in S130 during the time-saving state b, the normal electric device 12A is set to an opening pattern of once every 1.5 seconds, and if a positive judgment is made in S130 during the time-saving state c, the normal electric device 12A is set to an opening pattern of twice every 1.0 second.
[0136] In S112 of FIG. 12, if the normal symbol is changing (S112: yes), the process proceeds to S146 shown in FIG. 14(a). In S146, it is determined whether the normal symbol change time has elapsed. If the determination is positive (S146: yes), a fixed symbol display process for the corresponding normal symbol is performed (S148), and the process proceeds to normal symbol game processing. In the fixed symbol display process, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the normal symbol display device 7 to stop it at the fixed symbol. Note that if the symbol change time has not elapsed (S146: no), the process proceeds directly to normal symbol game processing.
[0137] In S114 of FIG. 12, if the fixed symbol is being displayed (S114: yes), the process proceeds to S150 shown in FIG. 14(b). In S150, it is determined whether the fixed symbol display time has ended. If the fixed symbol display time has ended (S150: yes), the display of the fixed symbol is ended (S152), and it is determined whether the normal symbol combination is a winning combination (S154). If the normal symbol combination is a winning combination (S154: yes), a normal symbol winning start performance process is performed (S156), and the process proceeds to normal symbol game process. If the fixed symbol display time has not ended (S150: no), or if the normal symbol combination is a losing combination (S154: no), the process proceeds directly to normal symbol game process.
[0138] 15 to 16, the normal symbol game process performed by opening the normal electric role 12A (the second start hole 12) will be described. The normal symbol game process is a process executed after the execution of the normal symbol hit / miss determination process. As shown in Fig. 15, when the normal symbol game process is started, first, it is determined whether the normal electric device 12A is in operation (S160). If the normal electric device 12A is in operation (S160: yes), it is determined whether the normal electric device 12A is open (S162). On the other hand, if the normal electric device 12A is not in operation (S160: no), this process ends (returns).
[0139] If the normal electric role device 12A is not open (S162: no), it is determined whether the normal symbol hit end performance is in progress (S164). If the normal symbol hit end performance is not in progress (S164: no), it is confirmed whether the normal symbol hit start performance time has elapsed (S166). If the normal symbol hit start performance time has elapsed (S166: yes), the process proceeds to the normal electric role device opening process (S168) and ends. The normal electric device opening process (S168) in this embodiment opens the normal electric device 12A (second starting port 12) based on the opening pattern of the normal electric device 12A set in S136 described above (changing from a closed state to an open state).
[0140] If the normal electric role 12A is open in the process of S162 in FIG. 15 (S162: yes), the process proceeds to S170 in FIG. 16(a). Then, it is determined whether or not 9 balls (prescribed number) have entered the normal electric role 12A (second starting hole 12) (S170). If the prescribed number has been reached (S170: yes), a normal electric role closing process (S174) is performed, and a normal symbol winning end performance process is executed (S176), and the process ends. On the other hand, if 9 balls (prescribed number) have not entered the normal electric role 12A (second starting hole 12) (S170: no), it is determined whether or not the opening time of the normal electric role 12A has ended (S172). If the determination is affirmative (S172: yes), the process proceeds to S174. If the determination is negative (S172: no), the process ends as it is.
[0141] If the normal symbol hit end performance is in progress in the process of S164 in FIG. 15 (S164: yes), the process proceeds to S180 shown in FIG. 16(b), and it is confirmed whether the normal symbol hit end performance time has elapsed (S180). If the normal symbol hit end performance time has elapsed (S180: yes), a normal symbol hit end command transmission process (S182) is executed, and in this process, a normal symbol hit end command is transmitted to the sub-integrated control device 83, and the normal symbol game is ended. Note that if the normal symbol hit end performance time has not elapsed (S180: no), the normal symbol game process is ended as it is.
[0142] Next, the winning confirmation process for the special symbol (hereinafter, sometimes referred to as the special symbol winning confirmation process) will be described with reference to Fig. 17. This special symbol winning confirmation process is one of the subroutines of the winning confirmation process (S50) of the main routine of Fig. 11. When the special symbol winning confirmation process is started, the main control device 80 judges whether or not a game ball has entered the first start hole 11 based on the detection signal of the first start hole switch 11a (S200). If the judgment is positive (S200: yes), the random numbers for determining a big win, for determining a big win symbol, for judging a reach, for determining a variation pattern, etc. are read from the corresponding counters, and it is judged whether or not the first reserved memory is full (four in this embodiment). Also, if it is judged that a game ball has entered the first start hole 11 (S200: yes), the main control device 80 outputs a signal to the payout control device 81 to instruct the payout of prize balls (three balls).
[0143] If the first reserved memory is not full (S202: no), the random numbers are stored in the memory area as the first reserved memory, the number of lights on the first special symbol reserved number display device 18 is increased by 1, "1" is added to the counter indicating the number of first reserved memories, and the number of lights on the first special symbol reserved number display device 18 is increased (S204). Then, a reserved number command (first reserved number command) corresponding to the added number of first reserved memories is generated and sent to the sub-integration device 83 (S206), and the process proceeds to S210. On the other hand, if there are four first reserved memories (S202: yes), no reserved memories are stored, and the process proceeds to S210 without increasing the counter indicating the number of first reserved memories or the number of lights on the first special pattern reserved number display device 18.
[0144] If it is determined that the game ball has not entered the first starting hole 11 (S200: no), the process proceeds to S210, and based on the detection signal of the second starting hole switch 12a, it is determined whether or not the game ball has entered the second starting hole 12. If the determination is positive (S210: yes), the random numbers for determining a big win, the random numbers for determining a big win pattern, the random numbers for determining a reach, the random numbers for determining a variation pattern, etc. are read from the corresponding counters, and it is determined whether or not the second reserved memory is full (4 in this embodiment) (S212). Also, if it is determined that the game ball has entered the second starting hole 12 (S210: yes), the main control device 80 outputs a signal to the payout control device 81 to instruct the payout of prize balls (3 balls).
[0145] If the second reserved memory is not full (S212: no), the random numbers are stored as the second reserved memory, "1" is added to the counter indicating the number of second reserved memories, "1" is added to the counter indicating the number of second reserved memories, and the number of lights on the second special symbol reserved number display device 19 is increased (S214). Then, a reserved number command (second reserved number command) corresponding to the added number of second reserved memories is generated and sent to the sub-integration device 83 (S216), and this process ends. On the other hand, if there are four second reserved memories in S212 (S212: yes), the second reserved memories are not stored, and the process ends (returns) without increasing the number of second reserved memories or the number of lights on the second special symbol reserved number display device 19. Also, if no game ball has entered the second starting hole 12 (S210: no), the process ends.
[0146] In addition, a signal instructing the payout control device 81 to pay out prize balls (3 balls) is output from the main control device 80 to the payout control device 81 prior to the judgment process performed in S200 and the judgment process performed in S210, so that prize balls will be paid out even if the first reserve memory and the second reserve memory are full. Furthermore, when the sub-integrated control device 83 receives the first reserved number command or the second reserved number command (second reserved memory number instruction command), it transmits an instruction signal to the performance pattern control device 82 to change the number of reserved memories displayed on the performance pattern display device 6 according to the reserved memory number indicated by the received command.
[0147] Here, after performing S204, a look-ahead judgment (hereinafter referred to as the first look-ahead judgment) may be executed regarding the reserved memory for the newly generated first special pattern (the reserved memory for the first special pattern stored in S204 based on the positive judgment of S200, i.e., the first reserved memory), and the content of the preview performance (the content of the arrival performance in Example 1, the content of the start performance in Example 2, etc.) may be selected based on the result of this first look-ahead judgment. Similarly, after performing S214, a look-ahead judgment (hereinafter referred to as the second look-ahead judgment) may be performed on the reserved memory for the newly generated second special pattern (the reserved memory for the second special pattern stored in S214 based on the positive judgment of S210, i.e., the second reserved memory), and the content of the preview performance (the content of the arrival performance in Example 1, the content of the start performance in Example 2, etc.) may be selected based on the result of this second look-ahead judgment.
[0148] The look-ahead judgment is a judgment made in advance regarding the reserved memory (first reserved memory, second reserved memory) before making a hit / miss judgment (see Figs. 18 to 24 described later). Also, the performance content to be executed based on the result of the look-ahead judgment will be described later.
[0149] Furthermore, this look-ahead judgment is not limited to a configuration in which a random number stored in the reserved memory area (an area that stores reserved memory acquired based on the ball entering the starting holes 11, 12 in S204 and S206) is read ahead and judged, but may also be a look-ahead judgment of a random number stored in a memory area other than the reserved memory area (for example, a temporary memory area).
[0150] Next, the winning / losing judgment process for the special symbol (hereinafter, sometimes referred to as the special symbol winning / losing judgment process) will be described with reference to Figures 18 to 25. This special symbol winning / losing judgment process is one of the subroutines of the winning / losing judgment process (S55) of the main routine shown in Figure 10. As shown in Fig. 18, when the special symbol hit / miss judgment process is started, the main control device 80 judges whether the special electric role is in operation based on the big hit flag (S320). If the special electric role is in operation (S320: yes), the process proceeds to the big hit game process. If the judgment of S320 is a negative judgment (S320: no), the special symbol is not changing (S322: no), and the fixed symbol is not being displayed (S324: no), the process proceeds to S330 in Fig. 19, and judges whether there is a second reserved memory (reserved memory by S214 in Fig. 17 above) (S330).
[0151] If this reserved memory exists (S330: yes), the second reserved memory number is decremented (S332), and the process proceeds to S338. On the other hand, if there is no second reserved memory (S330: no), it is determined whether there is a first reserved memory (reserved memory by S204 in FIG. 17) (S334). If there is a first reserved memory (S334: yes), the number of first reserved memories is decremented (S336) and the process proceeds to S338.
[0152] If there is no first reserved memory (S334: no), a standby command is sent to the sub-integrated control device 83 (S337), and then the process proceeds to the big win game process. This standby command is a command indicating that the special symbol has not changed and the pachinko machine 50 is in a "standby state (a so-called "waiting for customers state)". Also, in this pachinko machine 50, when both the first reserved memory and the second reserved memory are not "zero", the second reserved memory is processed preferentially.
[0153] In S338, it is determined whether or not the probability variable flag is set (i.e., 1). Here, the probability variable flag being 1 means that the current pachinko machine 50 is in a high probability state. If the result of the process of S338 is affirmative (S338: yes), the random number for determining a jackpot read in S204 or S214 is compared with the winning value recorded in the probability change table (S340). On the other hand, if the result of the process of S338 is negative (S338: no), the random number for determining a jackpot read in S204 or S214 is compared with the winning value recorded in the normal table (S344). Then, based on the determination in S340 or S344, it is determined whether or not a jackpot has been reached (S350).
[0154] Here, in the pachinko machine 50 of the first embodiment, since it does not have a probability variation function of the special symbol, a negative determination is made in S338. However, in the pachinko machine 50 that has a probability variation function of the special symbol, a positive determination is made in S338. Note that the pachinko machine 50 of the first embodiment may also have a probability variation function of the special symbol. In addition, the pachinko machine 50 of Example 1 does not have a function that allows the probability of a jackpot for determining whether or not a special pattern is a hit to be set in stages, but in a pachinko machine 50 that has such a setting function, a jackpot is determined (jackpot determination) in S350 with a probability that differs in stages depending on the setting value at that time.
[0155] If it is determined in S350 that a jackpot has been reached (S350: yes), the jackpot symbol is determined by random number lottery using the random numbers for determining the jackpot symbol (S352). If the result of the "first hit / miss determination" is a hit, the first reserved memory is decremented and the hit symbol is determined by random number lottery using the read-in hit symbol determination random number (S352).
[0156] In addition, if the result of the "second hit / miss determination" is a hit, the hit symbol is determined by a random number lottery using the hit symbol determination random number read by decrementing the second reserved memory. Here, the main control device 80 compares the random number for determining a jackpot read by decrementing the first reserved memory with the winning value and determines whether or not a jackpot has been reached, which corresponds to the "first win / loss determination." Also, the main control device 80 compares the random number for determining a jackpot read by decrementing the second reserved memory with the winning value and determines whether or not a jackpot has been reached, which corresponds to the "second win / loss determination."
[0157] As shown in Figures 5(a) and (b), in the process of S352, which is transferred through the first hit / miss judgment, the jackpot pattern is determined to be either "Special chart 1_jackpot pattern 1 (4R normal jackpot pattern)", "Special chart 1_jackpot pattern 2 (6R normal jackpot pattern)" or "Special chart 1_jackpot pattern 3 (6R normal jackpot pattern)". In addition, in the process of S352, which is transferred through the second hit / miss judgment, the jackpot pattern is determined to be either "Special chart 2_jackpot pattern 1 (6R normal jackpot pattern)" or "Special chart 2_jackpot pattern 2 (8R normal jackpot pattern)".
[0158] Then, when the big winning symbol is determined in the process of S352, the process proceeds to a variation pattern determination process (S354). In this variation pattern determination process (S354), the jackpot variation pattern is determined by the variation pattern determination random number. Here, the variation time (variation time of special symbols) until the jackpot symbol is stopped and displayed is specified by the variation pattern, but in the performance display (variation display of performance symbols) corresponding to the variation (hereinafter referred to as jackpot variation) executed when the result of the hit / miss judgment is a jackpot, a reach (reach display followed by a reach performance) is uniformly performed. Therefore, regardless of the game state (open extension state, non-open extension state) of the pachinko machine 50, there is a high possibility that a long variation time (longer than when the result of the hit / miss judgment is a miss) will be determined.
[0159] Then, after the fluctuation pattern determination process, the jackpot setting process is performed (S356), and then the process proceeds to S364. Here, the jackpot setting process is a process for obtaining the game state after the jackpot game is executed (whether it will be a time-saving state in Example 1, or a high probability state or a time-saving state in a pachinko machine 50 equipped with a special probability function, etc.) and information related to the jackpot game (opening time of the jackpot, opening pattern, ending time of the jackpot, number of rounds, etc.) based on the determined jackpot pattern (see Figures 5(a) and (b)). On the other hand, if it is determined that the winning combination is a miss in S350 (S350: no), a losing symbol is determined (S358). Then, when the losing symbol is determined, a variation pattern is determined based on the reach determination random number and the variation pattern determination random number (S360). When the variation pattern is set in this way, a loss setting process is performed (S362), and then the process proceeds to S364.
[0160] Here, the out-of-range setting process of S362 will be described with reference to FIG. When the miss setting process is started, it is determined in S362e whether the value of the time-saving flag is "1" or not (S362e). Here, in this embodiment, the time-saving flags are a first time-saving flag that is set when the game state is "time-saving state a", a second time-saving flag that is set when the game state is "time-saving state b", and a third time-saving flag that is set when the game state is "time-saving state c". If the determination in S362e is affirmative (S362e: yes), S362f is executed and then the process proceeds to S362g. If the determination in S362e is negative (S362e: no), S362f is skipped and the process proceeds to S362g.
[0161] Here, in S362f, a process is performed to decrement the time-saving count by "1." In other words, the remaining number of win / loss determinations that can be performed in the time-saving state (time-saving count) is decremented by "1." In this embodiment, at the end of the jackpot game, the state transitions to the jackpot time-saving state, and the number of time-saving times is set to "100 times" or "950 times" (see S546 in FIG. 28). When the number of hit / miss judgments performed in the normal probability state reaches "900 times", the state transitions to the reached time-saving state, and the number of time-saving times is set to "900 times" (see S452 in FIG. 24). Also, when a specific miss pattern is displayed, the state transitions to the specific time-saving state, and the number of time-saving times is set to "50 times" (see S458 in FIG. 24).
[0162] Then, in S362f, each time the variable display of the special symbol is started, the time-saving count is incremented by "-1", and when the variable display in which the time-saving count becomes "0" by performing S362f is stopped, the value of the time-saving flag is changed from "1" to "0". However, unlike this embodiment, if the value of the corresponding time-saving flag is "1", a process of decrementing the time-saving count by "-1" may be performed when the special symbol is stopped and displayed.
[0163] In S362g, the value of the arrival counter is incremented by "1." Here, the arrival counter is a counter for counting the number of hit / miss judgments executed in the normal probability state, and in the pachinko machine 50 of this embodiment, when a big hit game is executed or the RAM is cleared, the arrival counter is initialized (the value is set to "0") (see FIG. 5(d)). In this manner, in this pachinko machine 50, when the game state is in the normal probability state, the number of times that the "win / lose judgment regarding the special symbol" is executed without producing a jackpot is counted.
[0164] When S362g is executed, the process proceeds to S362h, where a process is performed to send a count command to the sub-integration device 83. In other words, each time a win / loss determination is made in the normal probability state, information indicating that the win / loss determination was made in the normal probability state is sent from the main control device 80 to the sub-integration device 83. Therefore, the sub-integration device 83 can grasp the number of win / loss determinations made in the normal probability state.
[0165] Then, when S362h is executed, the process proceeds to S362i, where it is determined whether the value of the arrival counter has reached a specified number of times. Here, when the number of hit / miss judgments executed without a jackpot occurring in the normal probability state reaches a specified number of times (900 in this embodiment), the game state transitions to the time-saving state (b time-saving state) without a jackpot game. If a negative judgment is made in S362i (S362i: no), the loss setting process is returned. On the other hand, if a positive judgment is made in S362i (S362i: yes), the process of setting the value of the arrival flag to "1" (S362j) is executed, and then the loss setting process is returned. The arrival flag is a flag indicating that the number of hit / miss judgments (variable display) in the normal probability state has reached a specified number of times, and the value is set to "1" when the specified number of times has been reached.
[0166] Here, in S360, if the reach judgment random number is judged to be a value that generates a reach (the above-mentioned predetermined value), a fluctuation pattern is determined using a fluctuation pattern table that takes into account the game state at that time and the fluctuation pattern determination random number. Here, if the result of the hit / miss judgment is a miss, a reach (a reach display followed by a reach performance) is performed in the variable display of the performance pattern, which is called a "reach miss", and a reach is not performed is called a "normal miss". In addition, if the result of the win / loss judgment is a miss, no reach is made, and the game state is not in a time-saving state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for normal miss and non-time-saving state," and if the game state is in a time-saving state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for normal miss and time-saving state."
[0167] When the result of the hit / miss judgment is miss and a reach is made (when the reach is missed) and the game state is not in the time-saving state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for the reach is missed and the non-time-saving state", and when the game state is in the time-saving state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for the reach is missed and the time-saving state". In this case, as in the case where the result of the hit / miss judgment is a jackpot, the fluctuation time determined by referring to the fluctuation pattern table for the time-saving state is made shorter than the fluctuation time determined by referring to the fluctuation pattern table for the non-time-saving state. In general, when a normal miss occurs (when there is no reach display followed by a reach performance), the fluctuation pattern determined by referring to the "fluctuation pattern table for normal miss and non-time-saving state" specifies a shorter fluctuation time than the fluctuation pattern determined by referring to the "fluctuation pattern table for reach miss and non-time-saving state" when a reach miss occurs (when there is a reach display followed by a reach performance).
[0168] 19, following S356 or S362, the process proceeds to S364, where a reservation number command indicating the reservation memory number decremented in S332 or S336 described above is sent to the sub-integration device 83. In S366 following S364, data showing the above-mentioned lottery result (first win / loss judgment or second win / loss judgment) is output to the sub-integrated control device 83 (S366), and the process proceeds to big win game processing.
[0169] Here, the data transmitted to the sub integrated control device 83 in S366 will be described with reference to FIG. 21(a). The fluctuation start command (display control command) of S366 includes information (data) based on the result of the correct / incorrect judgment in addition to fluctuation pattern data (fluctuation pattern command) that specifies the fluctuation time. Specifically, if the result of the hit / miss determination is a hit, "hit information" is included. In addition, if the result of the correct / incorrect judgment is a mistake and the specified number of times has been reached in that correct / incorrect judgment (if a positive judgment is made in S362i of Figure 20(a)), the miss information and the reach information will be included, and if the correct / incorrect judgment does not result in the specified number of times having been reached (if a negative judgment is made in S362i of Figure 20(a)), the miss information will be included but the reach information will not be included.
[0170] Furthermore, when the result of the hit / miss judgment is a specific miss, the miss information and the specific information are included. Here, the specific information is generated when the special pattern 1_miss pattern 2 is selected as the miss pattern during non-time shortening. In addition, the fluctuation start command also includes data indicating whether the miss is a reach miss or a normal miss (data specifying the random number for reach judgment) if the result of the hit / miss judgment is a miss.
[0171] Furthermore, the processing of S366 causes the performance pattern display device 6 to start displaying the changing performance patterns, and at almost the same time, the main control device 80 also starts changing the special patterns. Returning to FIG. 18 for further explanation, if it is determined in S322 of FIG. 18 that the special symbol is changing (S322: yes), the process proceeds to S370 of FIG. 21(b), where it is determined whether the symbol change time (based on the change pattern of S354 or S360) has elapsed. If the determination is negative (S370: no), the process proceeds directly to the big win game process. On the other hand, if the determination is positive (S370: yes), the big win game process is performed after the fixed symbol display process (S372). In the fixed symbol display process, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the special symbol display devices 9, 10 to stop them at the fixed symbol.
[0172] When it is determined in S324 of Fig. 18 that the fixed symbol is being displayed (S324: yes), the process proceeds to S374 of Fig. 22, where it is determined whether the display time of the fixed symbol has ended. When the determination is negative (S374: no), a big win game process is performed. On the other hand, if the determination in S374 is affirmative (S374: yes), the display of the fixed symbols is terminated (S376), and it is determined whether the fixed and displayed special symbols are symbols that will result in a jackpot (S378).
[0173] If it is determined in S378 that the symbol will result in a jackpot (S378: yes), in S380 it is determined whether the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is 1. If any of the first time-saving flag, second time-saving flag, or third time-saving flag is 1 (S380: yes), in S382 the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is set to 0, and the process proceeds to S384. On the other hand, if none of the time-saving flags (first time-saving flag, second time-saving flag, or third time-saving flag) is 1 (S380: no), the process proceeds directly to S384.
[0174] In other words, in S382, if the value of the first time-saving flag is 1, the value of the first time-saving flag is set to 0, if the value of the second time-saving flag is 1, the value of the second time-saving flag is set to 0, and if the value of the third time-saving flag is 1, the value of the third time-saving flag is set to 0.
[0175] In S384, a state designation command is transmitted. In this case, a command indicating that the gaming state is "a normal probability / non-time-saving state (i.e., normal state)" is transmitted to the sub-integrated control device 83. In other words, during the execution of a jackpot game, the gaming state becomes a normal probability / non-time-saving state (normal state). Following S384, in S386, a jackpot flag is set by a condition device operation start process, and in the following S388, a device for continuously operating the reels is operated.
[0176] After S388, the jackpot start effect processing is performed in the following S390, and the jackpot game processing is performed. Here, when the jackpot start effect processing is performed, the main control device 80 transmits a command indicating the start of the jackpot game and information related to the jackpot game (the opening time of the jackpot, the opening pattern, the ending time of the jackpot, the number of rounds, etc.) to the sub-integrated control device 83. In S378, when it is determined that the confirmed special symbol is not a symbol that will result in a jackpot (S378: no), the process proceeds to S398 in FIG. 23, where it is determined whether the first time-saving flag is "1" or not.
[0177] That is, in S398, it is determined whether or not the current state is the jackpot time-saving state. Then, if the value of the first time-saving flag is 1 (S398: yes), it is determined whether or not the value of the reach flag is 1 (S404), and if the determination is affirmative, it transitions to S450 (see FIG. 24). That is, even if the jackpot time-saving state is in progress, if the specified number of times is reached (if the value of the reach flag becomes 1), it transitions to the reach time-saving state. Details of S450 will be described later.
[0178] If a negative determination is made in S404 (S404), it is determined in S406 whether the number of time-saving times is "0" (S406). If the number of time-saving times is not "0" (S406: no), the process proceeds directly to S470. On the other hand, when the number of time-saving times is "0", the first time-saving flag is set to "0" in S410, and the process proceeds to S470.
[0179] If the first time-saving flag is not "1" in S398 (S398: no), the process proceeds to S412, where it is determined whether or not the second time-saving flag is "1." That is, in S412, it is determined whether or not the game is currently in the reached time-saving state. If the value of the second time-saving flag is 1 (S412: yes), it is determined whether the value of the arrival flag is 1 (S414), and if the determination is affirmative, the process proceeds to S450 (see FIG. 24). However, as described above, since the value of the arrival flag is not actually set to 1 during the arrival time-saving state, a negative determination is usually made in S414.
[0180] If the result of the determination in S414 is negative, the process determines whether the number of time-saving times is "0" in S416 (S416). If the number of time-saving times is not "0" (S416: no), the process proceeds directly to S470. On the other hand, when the number of time-saving times is "0", the second time-saving flag is set to "0" in S430, and the process proceeds to S470.
[0181] If the second time-saving flag is not "1" in S412 (S412: no), the process proceeds to S436 in Fig. 24, where it is determined whether or not the third time-saving flag is "1." That is, in S436, it is determined whether or not the current state is the specific time-saving state. If the value of the third time-saving flag is 1 (S436: yes), the process proceeds to S438, where it is determined whether the value of the reach flag is 1 (S438). If the determination in S438 is affirmative (S438; yes), the process proceeds to S450.
[0182] If the result of the determination in S438 is negative (S438: no), it is determined whether the number of time-saving times is "0" (S440). If the number of time-saving times is not "0" (S440: no), the process proceeds directly to S470. On the other hand, when the number of time-saving times is "0", the process proceeds to S446, the third time-saving flag is set to "0", and the process proceeds to S470.
[0183] If a negative judgment is made in S436 (S436: no), that is, if the value of none of the time-saving flags is 1, the process proceeds to S448, where it is judged whether the value of the reach flag is "1." If a positive judgment is made in S448 (S448: yes), the process proceeds to S470 after performing a process of setting the value of the reach flag to "0" (S450), a process of setting the number of time-saving times (S452), and a process of setting the value of the second time-saving flag to "1" (S454).
[0184] Here, the case where the positive judgment is made in S448 indicates the case where the game state transitions to the "reach time-saving state", in which case the number of time-saving times is set to "900 times" in S452. When transitioning to the "reach time-saving state", the average fluctuation time reduction of special symbols, the average fluctuation time reduction of normal symbols, and the opening extension function for extending the opening time of normal electric roles are set.
[0185] If the result of S448 is negative (S448: no), then in S456, it is determined whether the current loss is a specific loss (whether the specific loss symbol was confirmed and displayed in S372). If the result of S456 is negative, the process proceeds directly to S470. On the other hand, if the result of S456 is affirmative, the process proceeds to S470 after performing a process of setting the number of time-saving times (S458) and a process of setting the third time-saving flag to "1" (S460). When the third time-saving flag is set to "1" in S460, the process proceeds to a specific time-saving state (c time-saving state).
[0186] Here, the case where the game state is judged to be positive in S456 indicates the case where the game state transitions to the "specific time-saving state", and in that case, the number of time-saving times is set to "50 times" in S458. When transitioning to the "specific time-saving state", the average fluctuation time reduction of special symbols, the average fluctuation time reduction of normal symbols, and the opening extension function for extending the opening time of normal electric roles are set. Then, after performing S460, the process transitions to S470.
[0187] In S470, the main control unit 80 transmits a state designation command indicating the current game state, such as whether or not the game is in a special bonus state or a time-saving state, to the sub-integrated control unit 83 after the special pattern determination time (600 ms), and then transitions to jackpot game processing. In this embodiment, the timing for sending a state designation command from the main control unit 80 to the sub-integrated control unit 83 in the special pattern win / loss determination process is after the special pattern is determined, but the configuration may also be such that the state designation command is sent when the special pattern starts to change and when the power is restored.
[0188] In this embodiment, when in the time-saving state (time-saving state a, time-saving state b or time-saving state c), even if special pattern 1_missing pattern 2 is displayed as confirmed, the state will not transition to time-saving state c. However, the remaining number of times that can be performed in the ongoing time-saving state and the number of time-saving times to be awarded based on the stopped display of the specific missing pattern may be compared, and if the number of time-saving times is greater than the remaining number, the remaining number may be updated with the number of time-saving times to be awarded.
[0189] For example, if a negative judgment is made in S404 or S414 in Fig. 23 or S438 in Fig. 24, it is judged whether or not a specific failure has occurred, and if a positive judgment is made in the judgment, the remaining number of times that can be executed in the ongoing time-saving state is compared with the number of times that are to be awarded based on the occurrence of a specific failure. Then, if the number of times that are to be awarded is greater, the remaining number of times that can be executed in the ongoing time-saving state may be updated (overwritten) with the number of times that are to be awarded.
[0190] Here, the contents of the state designation command sent in S470 will be described with reference to FIG. In the process of S470, which is performed after the value of the second time-saving flag is set to 1 (S454), a second time-saving state transition designation command is transmitted. That is, a command indicating a transition to the arrival time-saving state is transmitted from the main control device 80 to the sub integrated control device 83. In addition, in the process of S470, which is performed after the value of the third time-saving flag is set to 1 (S460), a third time-saving state transition designation command is transmitted. That is, a command indicating a transition to a specific time-saving state is transmitted from the main control device 80 to the sub integrated control device 83.
[0191] Furthermore, in the process of S470 which is performed after the value of the first time-saving flag is set to 0 (S410), a command to end the first time-saving state is transmitted. That is, a command indicating that the big win time-saving state is to end is transmitted from the main control device 80 to the sub integrated control device 83. In addition, in the process of S470 which is performed after the value of the second time-saving flag is set to 0 (S430), a second time-saving state end designation command is transmitted. That is, a command indicating that the arrival time-saving state ends is transmitted from the main control device 80 to the sub integrated control device 83.
[0192] Furthermore, in the process of S470 to which the process proceeds after the value of the third time-saving flag is set to 0 (S446), a third time-saving state transition designation command is transmitted. That is, a command indicating that the specific time-saving state is to end is transmitted from the main control device 80 to the sub integrated control device 83.
[0193] Similarly, the state designation command of S384 in Fig. 22 is a time-saving state end designation command (a command designating that the time-saving state a, the time-saving state b, or the time-saving state c) has ended). In other words, a command indicating that the time-saving state (the time-saving state a, the time-saving state b, or the time-saving state c) has ended is transmitted from the main control device 80 to the sub-integrated control device 83.
[0194] In addition, the state designation command of S556 in Fig. 28 described later is a big win time-saving state start designation command. In other words, a command indicating a transition to a big win time-saving state (a time-saving state) is transmitted from the main control device 80 to the sub-integrated control device 83. Furthermore, in the jackpot start presentation process of S390 in FIG. 22 described above, a command indicating the start of a jackpot game is transmitted from the main control device 80 to the sub integrated control device 83. Then, the sub integrated control device 83 that has received the above command executes a time-saving effect flag management process, which will be described later (see FIG. 35).
[0195] Next, the big win game processing will be described with reference to FIG. 26 to FIG. First, as shown in Fig. 26, in the big win game process, the main control device 80 judges whether the consecutive operation device of the accessory is in operation based on the big win flag (S500). When the consecutive operation device of the accessory is in operation (S500: yes), it judges whether the big win opening 14 is open (S502), and if it is judged that the big win opening 14 is closed (S502: no), it judges whether the big win opening 14 is closed due to the interval between rounds of play (S506).
[0196] If it is not during the interval between rounds of play (S506: no), it is determined whether the big win end presentation is in progress (S508). If this is also a negative determination (S508: no), it is determined whether the time required for the presentation to start the big win game has elapsed (S510). If the big win start presentation time has elapsed (S510: yes), the big win opening process (S512) is performed, and the big win game process is ended (returned). In addition, in S500, if the accessory continuous operation device is not operating (S500: no), the big win game process is terminated. Also, in S510, if the big win start performance time has not elapsed (S510: no), the big win game process is terminated.
[0197] If it is determined that the large prize opening 14 is open (S502: yes), the process proceeds to S514 in Fig. 27 to determine whether or not 10 prizes have been won in the large prize opening 14. In this embodiment, the specified number of prizes that can be won in the large prize opening 14 is 10, but it may be 8 or 9, and is not particularly limited. If 10 balls have not been won in the large prize opening 14 (S514: no), the process proceeds to S516, where it is determined whether the opening time of the large prize opening 14 has ended. If the opening time has ended (S516: yes), the process proceeds to S518. If the opening time of the large prize opening 14 has not ended (S516: no), the large prize game process ends (returns) as is. In S514, if ten game balls have entered the big prize opening 14 (S514: yes), a big prize opening closing process (S518) is performed, a big prize interval process (S520) is performed, and the big prize game process is ended (returned).
[0198] Return to FIG. 26. If it is determined in S506 of FIG. 26 that an interval is in progress (S506: yes), the process proceeds to S522 of FIG. 27, where it is determined whether or not the interval time between round games has elapsed. If the interval time between round games has elapsed (S522: yes), it is determined whether or not the last round in which the big prize winning port 14 was open is the final round (S524). If the interval time between round games has not elapsed (S522: no), the big win game process is terminated (returned) as is. If it is the final round in S524 (S524: yes), a big win end performance process (S526) is performed, and the big win game process is terminated (returned).
[0199] In S524, if it is not the final round (S524: no), the process of opening the large prize opening 14 (S528) is performed, and the large prize game process is terminated (returned). In addition, in the process of opening / closing the large prize opening 14, a signal is also transmitted to the sub-integrated control device 83. Based on the signal, the sub-integrated control device 83 grasps the current round and performs a presentation according to the round.
[0200] Return to Fig. 26. If it is determined in S508 of Fig. 26 that the jackpot end presentation is in progress (S508: yes), the process proceeds to S530 of Fig. 28, where it is determined whether the jackpot end presentation time has elapsed. If the jackpot end presentation time has not elapsed (S530: no), the jackpot game process is ended (returned). On the other hand, if the jackpot end presentation time has elapsed (S530: yes), the operation of the device for continuously operating the reels is stopped (S532), and the operation of the condition device is stopped (S534).
[0201] After S534 is executed, the process proceeds to S544, in which it is determined whether or not the game will transition to time-saving mode in the next game state. In this embodiment, the result of S544 is always positive, followed by a process of setting the number of time-saving times (S546) and a process of setting the time-saving flag to 1 (S548). Here, when the time-saving flag is set to 1 in S548, the following functions are set: shortening the average fluctuation time of special symbols, shortening the average fluctuation time of normal symbols, and extending the opening time of normal electric roles.
[0202] The process of S548 is performed, or if a negative determination is made in S544 (S544: no), the process proceeds to S550, where it is determined whether the value of the reach counter is a "positive number." If a positive determination is made in S550 (S550: yes), the value of the reach counter is initialized (set to "0") and the process proceeds to S554. If a negative determination is made in S550 (S550: no), the process proceeds directly to S554. That is, in this pachinko machine 50, when a jackpot occurs or when RAM clear processing is performed on the main control device 80, the attainment counter is initialized. In this case, when the number of hit / miss judgments (hit / miss judgments regarding special symbols) performed in the normal state after initialization reaches "900 times", the machine transitions to the attainment time-saving state.
[0203] In S554, the main control device 80 performs a process of transmitting a big win end command to the sub integrated control device 83, and in the following S556, transmits a state designation command to the sub integrated control device 83. Then, the big win game process is returned. That is, in S556, a command indicating that the time-saving state (jackpot time-saving state) to be entered via a jackpot game is to be entered is transmitted from the main control device 80 to the sub-integrated control device 83. Here, in S546, the number of time-saving times is set to "100 times" or "950 times" when the result of the first hit / miss judgment (hit / miss judgment regarding the first special pattern) or the second hit / miss judgment (hit / miss judgment regarding the second special pattern) is a jackpot and the jackpot game that was executed is ended.
[0204] Next, an overview of the performance control executed in the pachinko machine 50 of this embodiment will be described with reference to Figs. In the pachinko machine 50 of this embodiment, the sub-integrated control device 83 controls the performance pattern control device 82, etc. based on each command sent from the main control device 80, performs display performance on the screen 6a of the performance pattern display device 6, controls the sound effects generated from the speaker 66, and controls the light emission mode of the LED lamps 26 for electric decoration.
[0205] First, FIG. 29(a) shows the screen 6a of the effect symbol display device 6 when the gaming state is the "non-time-shortening state". Regardless of whether the game state is the "non-time-saving state" or the "time-saving state", when a special symbol hit / miss judgment is executed based on the game ball entering the starting hole 11, 12, the special symbol starts to change in the first special symbol display device 9 or the second special symbol display device 10. Then, in response to the start of the special symbol change, the left, right, and center performance symbols start to change vertically (scroll change) in the main display area 6H of the performance symbol display device 6.
[0206] In this main display area 6H, when the change time (change time of special pattern) specified by the above-mentioned change pattern has elapsed, it stops at a combination that indicates the result of the win / loss judgment. In this embodiment, the change of the performance pattern is performed by displaying three-digit constituent patterns in the main display area 6H, but the number of constituent patterns is not particularly limited, and it may be one or multiple numbers other than three, and the scroll direction may be horizontal. In the main display area 6H, the constituent pattern displayed on the left side is called the left performance pattern 6L, the constituent pattern displayed on the right side is called the right performance pattern 6R, and the constituent pattern displayed in the center is called the center performance pattern 6C.
[0207] In addition, a related matter display section 6F appears on the screen 6a of the performance pattern display device 6, and for example, using characters, videos, live-action images, etc., related effects are executed to enhance the changes in the performance patterns and the stopped display, and comments, warnings, etc. to be issued to the player are displayed. However, when the "game state is not in the time-saving state", a general left-hit suggestion effect LH that encourages the player to "hit to the left" the game ball is executed on the screen 6a of the effect pattern display device 6. Note that when the "game state is not in the time-saving state", any display suggesting the launch mode of the game ball (for example, the general left-hit suggestion effect LH) may not be performed at all, except for the left-hit suggestion effects LS1, LS2, and LS3 described later.
[0208] This general left-hit suggestion effect LH is composed of an arrow L1 pointing to the left and a text display L2 saying "Please hit to the left" displayed at a position away from the arrow L1. While this "general left-hit suggestion effect LH" appears, the player will usually reduce the strength of the game ball's launch, allowing the launched game ball to flow down the left-hit area 3L and progress in the game.
[0209] This general left-hit suggestion effect LH is displayed when the game state changes, in order to inform the player which game area (either the left-hit area 3L or the right-hit area 3R) he or she should aim to shoot the game ball toward. In this case, when a predetermined time has elapsed, it may be determined that the player has already ascertained which game area to play in, and the display may be terminated. It is also possible to display the message when it is detected that the game ball is shot into the right-hand shot area 3R when left-hand shot play is recommended (the game state is not in the time-saving state). In this case, by ending the display when it is detected that the launch position has been corrected to the recommended game area (i.e., the left-hand shot area 3L), irregular play in a game area other than the recommended game area (i.e., the right-hand shot area 3R) can be suppressed.
[0210] In addition, when the game state is not in the time-saving state, the main display area 6H is displayed large and approximately in the center of the performance pattern display device 6. In addition, when the game state transitions to a non-time-saving state, a display suggesting a left hit (such as a general left hit suggestion effect LH) may not be performed except immediately after the transition. In other words, when it is suggested that the game ball launch mode will be switched immediately after the transition (switching from a right hit during the time-saving state to a left hit during the non-time-saving state), for example, the left hit suggestion effects LS1, LS2, and LS3 described below are performed. Then, after the transition to the non-time-saving state, a display suggesting the game ball launch mode may not be performed, and a warning display may be displayed when a right hit is detected during the non-time-saving state (for example, when the normal symbol activation gate 17 provided in the right hit area 3R detects a game ball).
[0211] Furthermore, regardless of whether the game state is the "non-time-saving state" or the "time-saving state," in addition to a variable display area 6H for displaying the result of a win / loss judgment regarding the special pattern, a first reserved pattern display area 6D and a second reserved pattern display area 6E can appear on the screen 6a of the performance pattern display device 6. The first reserved symbol display area 6D is an area capable of displaying up to four reserved symbols (hereinafter referred to as first reserved symbols) 6d corresponding to reserved memories (first reserved memories) acquired based on the game ball entering the first starting hole 11. The second reserved symbol display area 6E is an area capable of displaying up to four reserved symbols (hereinafter referred to as second reserved symbols) 6e corresponding to reserved memories (second reserved memories) acquired based on the game ball entering the second starting hole 12.
[0212] In FIG. 29, the reserved symbols displayed in the reserved memory number display areas 6D and 6E are indicated by "black circles," and those not displayed are indicated by "white circles." When the game state is "non-time-saving state," if the player shoots the game ball aiming at the left-hand hitting area 3L, the first reserved memory is accumulated, but the second reserved memory is difficult to accumulate. Also, as will be described later, when the game state is "time-saving state," if the player shoots the game ball aiming at the right-hand hitting area 3R, the second reserved memory is accumulated, but the first reserved memory is difficult to accumulate.
[0213] Also, as shown in Fig. 29(a), when the result of the win / loss judgment regarding the special symbol is displayed, the variation of the performance symbol starts in the main display area 6H. In other words, when the sub-integrated control device 83 receives a variation start command, the left performance symbol 6L, the center performance symbol 6C, and the right performance symbol 6R start varying as shown in Fig. 29(a). If it is decided to perform a reach, when it is time to execute the reach display, the left performance pattern 6L and the right performance pattern 6R are stopped and displayed with the same numbers as shown in Figure 29 (b) to execute the reach display. At this time, the word "reach" M1 is displayed on the screen 6a, and the reach display starts.
[0214] Furthermore, when the change time (change time of the special symbol) specified by the change pattern described above has elapsed, the combination in the main display area 6H stops at a combination that indicates the result of the win / loss judgment. At this time, if the result of the judgment regarding the special symbol is a jackpot, after the change time has elapsed, as shown in Figure 29(c), the changing center performance symbol 6C is stopped and displayed with the same numbers as the left performance symbol 6L and the right performance symbol 6R, and the confirmation display of the jackpot symbol is executed. The occurrence of a jackpot is notified by this confirmation display of the jackpot symbol, and the jackpot game is executed. Although not shown in the figure, when the result of the hit / miss judgment regarding the special symbol is a miss, there are misses with a reach (reach miss) and misses without a reach (normal miss). Also, when the result of the hit / miss judgment regarding the special symbol is a miss, after the change time has elapsed, the changing center performance symbol 6C is stopped and displayed with a number different from the left performance symbol 6L and the right performance symbol 6R, and the confirmation display of the miss symbol is executed.
[0215] As shown in Fig. 29(d), when the jackpot game ends, the game state transitions to the jackpot time-saving state (time-saving state a). In this case, the jackpot time-saving state (time-saving state a) is in a state in which the variable display of the special symbol can be started, and the effect display corresponding to the variable display of the special symbol can be started on the screen 6a of the effect symbol display device 6.
[0216] Next, referring to FIG. 30, the presentation display for the jackpot time-saving state (a time-saving state) will be described. When the game state transitions to a jackpot time-saving state (a time-saving state), in response to the varying display of the special pattern, the screen 6a of the effect pattern display device 6 starts displaying effects for the jackpot time-saving state (a time-saving state).
[0217] In this case, as shown in Fig. 30(a), a right-hit suggestion effect RS1 is executed near the upper edge of the screen 6a. This right-hit suggestion effect RS1 is composed of a text display R2 saying "Please hit right", an arrow R1 (arrow R1 pointing to the right) displayed on both sides of this text display R2, and text information R3 saying "Tatsukichi RAUSH". At this time, a text display R4 showing the remaining number of times in the jackpot time-saving state (time-saving state a) (the number of hit / fail judgments that can be made while maintaining the profit of the jackpot time-saving state) is also displayed on the screen 6a.
[0218] Also, an ally character A and an enemy character B appear on the screen 6a of the effect pattern display device 6 and glare at each other. When the right-hit suggestion effect RS1 for the jackpot time-saving state appears, the player usually tries to increase the launch strength of the game ball and make the launched game ball flow down the right-hit area 3R to progress in the game. After this, in the jackpot time-saving state, a performance display starts every time the variable display of the special symbol starts, but if it is decided to make a reach, as shown in Fig. 30(b), after the reach display, a battle performance is performed between ally character A and enemy character B, and the result of the battle is suggested as the "win / lose judgment result." In other words, if the result of the win / lose judgment regarding the special symbol is a jackpot, a display is executed in which ally character A wins (not shown). Also, if the result of the win / lose judgment regarding the special symbol is a miss, a display is executed in which enemy character B wins, as shown in Fig. 30(c).
[0219] Although not shown, if it is not determined that a reach is to be executed, ally character A and enemy character B maintain a state of glaring at each other (see FIG. 30(a)). In addition, when the jackpot time-saving state (a time-saving state) starts, the main display unit 6H is displayed in a reduced size in the corner of the screen 6a, and each time the result of the hit / miss judgment regarding the special pattern is a miss, the text information R4 indicating the remaining number of times in the jackpot time-saving state (a time-saving state) is updated (-1 is displayed each time a specified time has elapsed after the start of the performance display). In addition, when the game state is the jackpot time-saving state (a time-saving state), the right-hit suggestion effect RS1 for the jackpot time-saving state continues.
[0220] And, every time the result of the hit / miss judgment regarding the special symbol is a miss, the remaining number of times in the jackpot time-saving state (a time-saving state) is updated, and when the final fluctuation of the jackpot time-saving state (a time-saving state) ends and the state transitions to the normal state (non-time-saving state), the left-hit suggestion effect LS1 for the jackpot time-saving state appears as shown in Fig. 30(d). This left-hit suggestion effect LS1 suggests that the effect display will change (the launch mode of the game ball will change to left-hit), and is performed by displaying on the screen 6a the ally character A, the character D (rock character D) suggesting the end of the jackpot time-saving state, the text information R5 saying "Sorry, time-saving has ended!", and the text information R6 saying "Please return to left-hit."
[0221] In other words, the jackpot time-saving state takes a certain amount of time to change, and friendly character A and enemy character B appear, but when this state (jackpot time-saving state) ends and the game state changes, the player is not confused as to which game area (left-hitting area 3L or right-hitting area 3R) to play in, so that the left-hitting suggestion effect LS1 is displayed to guide the player.
[0222] When the jackpot time-saving state ends and the game state becomes a non-time-saving state, the left hit suggestion effect LS1 is executed on the screen 6a of the effect pattern display device 6. Then, when a predetermined time (for example, 2 seconds) has elapsed after the left hit suggestion effect LS1 is executed, the above-mentioned "general left hit suggestion effect LH" may be executed, or the display suggesting the launch mode of the game ball may not be displayed.
[0223] FIG. 31 shows a case where the condition for transitioning to the reached time-shortening state (b time-shortening state) is met when the game state is in the non-time-shortening state (hereinafter referred to as case 1). Here, the condition for transitioning to the time-saving state (b time-saving state) is that the number of times that the win / loss judgments regarding the special pattern are performed without the occurrence of a jackpot reaches the specified number of times, "900 times." In addition, in case 1, it is sufficient that the game state when the number of win / loss judgments regarding the special pattern reaches the specified number of times is a non-time-saving state, and the game state before the specified number of times is reached (whether it is a non-time-saving state or a time-saving state) is not particularly important.
[0224] Fig. 31(a) shows a display example when the condition for transitioning to the reached time-saving state (b time-saving state) is met when the game state is in the non-time-saving state. In other words, Fig. 31(a) shows a case where the "number of hit / miss judgments regarding special symbols" executed without generating a jackpot reaches the specified number of hits of "900 times" when the game state is in the non-time-saving state, and a miss symbol is displayed on the main display section 6H. In this case 1, after the losing pattern is displayed on the main display unit 6H, as shown in Fig. 31(b), the reaching performance is executed on the screen 6a of the performance pattern display device 6. Here, the reaching performance is a performance that suggests a transition to the reaching time-saving state (b time-saving state).
[0225] In the reaching performance, the text display R7 "Suddenly, we will enter Karaoke Yu-time from the next change!" is displayed along with the cat character N holding the microphone M. Also, a large arrow R8 pointing to the right is displayed on the screen 6a, suggesting that the next change will transition to the b time-saving state and that the player should prepare to start hitting to the right from the next change.
[0226] This arrow R8 is larger than the multiple white arrows R1 displayed during the jackpot time-saving state, and is filled in black, with only one arrow displayed. Therefore, just before the b time-saving state starts, it is significantly different from when the a time-saving state starts, making it easy for the player to determine the type of time-saving state that is about to start. Here, the "right hit suggestion effect RS2" in the reached time-saving state (b time-saving state) is executed by displaying the arrow R8, the text display R7, the microphone M, and the character N. This "right hit suggestion effect RS2" is easily distinguishable at a glance from the "right hit suggestion effect RS1" in the jackpot time-saving state (a time-saving state), so the player can prepare mentally for the start of the reached time-saving state (b time-saving state).
[0227] In this embodiment, the achievement effect is performed by displaying the text display R7 or the character N, etc., saying "Suddenly, we will enter Karaoke Play Time from the next change!" just before the transition to the b time-saving state. However, unlike this embodiment, the achievement effect may be performed by displaying the text display or the character N, etc., saying "Suddenly, we will enter Karaoke Play Time from this change!" after the transition to the b time-saving state (for example, at the start of the first change executed in the b time-saving state).
[0228] After the reaching performance is performed, when the reaching time-saving state (b time-saving state) starts, the reaching time-saving state performance is executed. When this reaching time-saving state performance starts, the character state R4 indicating the remaining number of times in the reaching time-saving state (b time-saving state) is updated every time the result of the hit / miss judgment regarding the special pattern is a miss (-1 is displayed every time a predetermined time has passed after the performance display starts). Also, when the state transitions to the reached time-saving state (b time-saving state), the main display section 6H is displayed in a reduced size in the corner of the screen 6a.
[0229] In addition, during the performance during the reached time-saving state, text information R10 "Karaoke Yu-Time" is displayed on the screen 6a of the performance pattern display device 6, and text information R4 indicating the remaining number of time-saving times in the b time-saving state is also displayed. However, since the number of time-saving times is set high (upper limit set to 900 times) in the reached time-saving state (b time-saving state), and there is a high possibility of a jackpot occurring, it is not necessarily necessary to display the remaining number of time-saving times in the b time-saving state.
[0230] Also, in the time-saving state (b time-saving state), the change time is shorter (about half) than in the time-saving state for the big win, so even if the performance display (change of the special pattern) starts, the result of the hit / miss judgment is displayed quickly. In other words, the change starts "quickly" and the result of the hit / miss judgment is displayed quickly. In fact, since the number of time-saving times in the reached time-saving state (b time-saving state) is large at 900 times (which is 9 times the number of time-saving times in the jackpot time-saving state), the purpose is to quickly consume the large number of time-saving times and display the result of the win / loss judgment.
[0231] The jackpot time-saving state provides a favorable game state as a privilege for winning a jackpot, and since the point of interest is whether or not a jackpot can be obtained in the time-saving state, the player is entertained by the notice and reach effects, whereas the reached time-saving state provides a time-saving state as a rescue measure for players who have played to the point where the reached time-saving state is activated without getting a jackpot. For this reason, rather than producing a performance of whether or not a jackpot will be won (whether or not the result of the hit / miss judgment regarding the special pattern is a jackpot), it is considered to refrain from variable effects so that a jackpot will occur as soon as possible.
[0232] Here, in this reaching time-saving state (b time-saving state), character N continues to sing karaoke until the reaching time-saving state (b time-saving state) ends, and the aforementioned arrow R8 continues to be displayed, suggesting a right hit. Also, even in the reaching time-saving state (b time-saving state), each time the result of the judgment regarding the special pattern is incorrect, the remaining number of times in the reaching time-saving state (b time-saving state) is updated.
[0233] Although not shown in the figure, in the reaching time-saving state (b time-saving state), it is decided whether or not to execute a reach, and if a reach is executed, a reach display and the subsequent reach performance are executed. However, the probability of executing a reach is lower than in the big win time-saving state. Also, in the time-saving state (time-saving state b), even if the result of the hit / miss judgment regarding the special symbol is a hit, the reach may not be executed. In other words, even if the result of the hit / miss judgment regarding the special symbol is a hit, when the performance display starts, the hit symbol may be displayed without the reach display.
[0234] Furthermore, just before the final fluctuation of the reaching time-saving state (b time-saving state) is completed, the left-hit suggestion effect LS2 for the reaching time-saving state appears as shown in Fig. 31(d). This left-hit suggestion effect L6 suggests that the effect display will be switched (the launch mode of the game ball will be switched to left-hit), and a character N waving his hand, text information R11 saying "Karaoke play time will end soon", and a large arrow R12 pointing to the left are displayed.
[0235] In other words, in the time-saving state (b time-saving state), the display of a short variable time effect is repeated, but when this state (time-saving state) ends and the game state changes, the left-hit suggestion effect LS2 is displayed to guide the player so that the player will not be confused as to which game area (either the left-hit area 3L or the right-hit area 3R) to play in. This arrow R12 is also larger than the multiple white arrows R1 displayed during the jackpot time-saving state, and is filled in black, with only one arrow displayed. Therefore, when the b time-saving state starts, it is significantly different from when the a time-saving state starts, and it is easy for the player to distinguish the type of time-saving state that is ending.
[0236] Figure 32(a) shows a case in which, in a non-time-saving state, the game state transitions to a time-saving state c based on the confirmed display of a specific pattern (in this embodiment, a specific miss pattern indicating the occurrence of a specific miss is shown as an example). Here, in this embodiment, it is assumed that when the game state is in a non-time-saving state, there is a possibility of transitioning to a specific time-saving state. However, unlike this embodiment, it may also be possible to transition to a specific time-saving state even when the game state is in a time-saving state under specified conditions.
[0237] As shown in Fig. 32(a), in the non-time-saving state, if the result of the special symbol win / loss judgment is that the "specific loss symbol" will be stopped and displayed (i.e., if the result indicates the occurrence of a specific loss), when a predetermined time has passed after the start of the variation, the left performance symbol 6L, the right performance symbol 6R, and the center performance symbol 6C are stopped in this order, and the loss symbol of the performance symbol is displayed as a confirmed result. In this case, the performance symbol in which even numbers are arranged in ascending order from left to right in the variable display area 6H is displayed as a confirmed result.
[0238] In this way, when the occurrence of a specific miss is notified, a specific time-saving state start performance is executed as shown in Fig. 32(b). In this specific time-saving state start performance, text information R13 "The next change will be the Tatsukichi Chance!" is displayed on the screen 6a together with a predetermined character Q as related information 6F.
[0239] In addition, in the special time-saving state start effect, the right-hit suggestion effect RS3 is executed by displaying the text display R14 "Please hit right", an arrow R15 pointing to the right, a bear Tatsukichi Q, and the text display R13 "The next change will enter Tatsukichi Chance!", suggesting to the player to prepare for a right hit. In other words, depending on the content and characters of the text information, it is possible to distinguish at a glance whether the state is a transition to a jackpot time-saving state or an arrival time-saving state. Therefore, the player can mentally prepare for the start of the specific time-saving state (c time-saving state).
[0240] When the special symbol starts to change after the transition to the specific time-saving state, as shown in Fig. 32(c), the effect display starts on the screen 6a (main display section 6H) of the effect symbol display device 6, and the effect during the specific time-saving state is executed. When this specific time-saving state (c time-saving state) starts, the main display section 6H is displayed in a reduced size in the corner of the screen 6a, and the text information R4 indicating the remaining number of times in the specific time-saving state (c time-saving state) is updated and displayed on the screen 6a of the effect symbol display device 6 (decreasing by 1 each time a predetermined time has passed after the effect display starts).
[0241] During the performance during the specific time-saving state, text information R18 saying "Tatsukichi Chance, Catch a Win!" is displayed on the screen 6a of the performance pattern display device 6, and text information R4 indicating the remaining number of time-saving times in the c time-saving state is also displayed. In addition, the right-hit suggestion effect LS3 will continue even if the specific time-saving state (c time-saving state) is continuing.
[0242] If Tatsuki's character Q can catch the text information R17 (text information R17 indicating a win) that suggests the occurrence of a big win until the end of this specific time-saving state (c time-saving state), a performance that suggests the possibility of winning a big win will be executed (see FIG. 32(c)). Also, in the specific time-saving state (c time-saving state), the remaining number of times in the specific time-saving state (c time-saving state) is updated every time the result of the hit / miss judgment regarding the special pattern is a miss.
[0243] Furthermore, just before the final fluctuation of the specific time-saving state (c time-saving state) is completed, a left-hit suggestion effect LS3 for the specific time-saving state appears, as shown in Fig. 32(d). This left-hit suggestion effect LS3 suggests that the effect display will change (the launch mode of the game ball will change to a left hit), and is performed by displaying the face S of the bear Tatsukichi character and text information R19 saying "Tatsukichi Chance will end soon."
[0244] In this case, too, in the specific time-saving state (c time-saving state), the display of the short variable time effect is repeated, but when this state (reach time-saving state) ends and the game state changes, the left-hit suggestion effect LS3 is displayed to guide the player so that the player will not be confused as to which game area (between the left-hit area 3L and the right-hit area 3R) to play in. When the specific time-saving state ends and the game state becomes a non-time-saving state, the above-mentioned left-hit suggestion effect LS3 is executed on the screen 6a of the effect pattern display device 6. Then, when a predetermined time (for example, 2 seconds) has elapsed after the left-hit suggestion effect LS3 is executed, the above-mentioned "general left-hit suggestion effect LH" may be executed, or a display suggesting the launch mode of the game ball may not be displayed.
[0245] In addition, although not shown in the figure, in the specific time-saving state (c time-saving state), it is determined whether or not to execute a reach, and if the reach is executed, a reach display and the subsequent reach performance are executed. However, the probability of executing the reach is lower than in the big win time-saving state. Furthermore, in the specific time-saving state (c time-saving state), even if the result of the hit / miss judgment regarding the special symbol is a hit, the reach may not be executed. In other words, even if the result of the hit / miss judgment regarding the special symbol is a hit, when the performance display starts, the hit symbol may be displayed without the reach display.
[0246] As described above, the presentation mode differs depending on each time-saving state (time-saving state a, time-saving state b, time-saving state c), and not only the display mode of the right-hit suggestion mode but also the display mode of the left-hit suggestion mode differs depending on the presentation mode. To be more specific, differences are provided in the size of the arrow, the number of arrows, the display mode of the right-hit suggestion presentation, etc. in each time-saving state. For this reason, the player can immediately tell which time-saving state is starting and which time-saving state is ending.
[0247] In this embodiment, the difference is indicated by the display mode, but it is also possible to indicate it by a different announcement voice or a different lighting pattern of LED. In the case of voice or LED, it is possible to inform the player without having a display device.
[0248] Next, FIG. 33(a) to (d) show a case (hereinafter, referred to as case 2) in which a condition for transitioning to the reached time-shortening state (time-shortening state b) is met when the gaming state is the time-shortening state a. Here, case 2 may occur with a transition to "a time-saving state in which the number of time-saving times exceeds the specified number of times reached." Specifically, as shown in FIG. 33(a), this can occur in association with a time-saving state A which is entered after a jackpot game is executed based on the result of the hit / miss judgment of the first special pattern (first hit / miss judgment) being a jackpot and the jackpot pattern "Special pattern 1_jackpot pattern 3" being confirmed and displayed.
[0249] In this a time-saving state, the number of times the time is saved is set to "950 times," so that, as shown in FIG. 33(b), in the first performance display that starts after the transition to the time-saving state, the screen 6a of the performance pattern display device 6 displays the number of times the time is saved (950 times), which exceeds the specified number of times, as text information R4 indicating the remaining number of times in the jackpot time-saving state (a time-saving state).
[0250] When the game transitions to this "a time-saving state, in which the number of time-saving times (950 times) is set to exceed the specified number of times reached," the remaining number of times in the jackpot time-saving state (a time-saving state) is updated each time the result of the hit / miss judgment regarding the special pattern is a miss (-1 is applied each time a specified time has passed after the start of the performance display).
[0251] After transitioning to this time-saving state a, if the result of the hit / miss judgment regarding the special pattern is repeated 900 times (until the specified number of times is reached), the condition for transitioning to the reached time-saving state (time-saving state b) is met.In other words, as shown in Figure 33(c), when the text information R4 indicating the remaining number of times shows a presentation display indicating that the remaining number of times is 51, and it is announced that the result of the hit / miss judgment is a miss, the condition for transitioning to the reached time-saving state (time-saving state b) is met.
[0252] When the condition for transitioning to the reached time-saving state (b time-saving state) is met in the a time-saving state, the reached time-saving state performance is executed without executing the reached performance. When this reached time-saving state performance starts, the character state R4 indicating the remaining number of times in the reached time-saving state (b time-saving state) is updated (-1 is displayed each time a predetermined time has passed after the performance display starts) every time the result of the hit / miss judgment regarding the special pattern is a miss. Then, when the reaching time-saving state ends, a reaching time-saving state ending performance is executed (see FIG. 31(d)).
[0253] As shown in the first variant of Example 1 (hereinafter referred to as variant 1), when the conditions for transitioning to the reached time-saving state (b time-saving state) are met in the a time-saving state, the reached time-saving state performance is not immediately executed, but rather the time-saving continuous performance shown in Figure 33 (A) may be executed first, and then the reached time-saving state performance may be executed. In other words, as shown in Example 1, when the condition for transitioning from the a time-saving state to the reached time-saving state (b time-saving state) is met, the display mode of screen 6a switches from a "display mode suggesting that it is in the a time-saving state" to a "display mode suggesting that it is in the b time-saving state," emphasizing that a new time-saving state is about to begin.
[0254] In contrast, in the case of the modified example 1, when the time-saving state a is shifted to the time-saving state b, the time-saving continuous performance of the performance content that appears in the time-saving state a and the recent performance content is interposed. In other words, the performance in which the recent character (a boy wearing a karate uniform in the time-saving state a, and a girl wearing a karate uniform in the time-saving continuous performance) appears is interposed.
[0255] In this variant example 1, the emphasis is on naturally conveying to the player that the time-saving state a will continue as is (for longer than usual), without any special emphasis being placed on the fact that a new time-saving state (time-saving state b) has started during the time-saving state a.
[0256] 34(a)-(b) show a case (hereinafter, referred to as case 3) in which a condition for transitioning to the reached time-shortening state (time-shortening state b) is met when the gaming state is the time-shortening state c. In case 3, it is sufficient that the game state when the number of hit / miss judgments regarding the special symbol reaches the specified number is the c time-saving state, and the game state before the specified number is reached is not particularly important. For example, until the specified number is reached, a specific symbol (specific miss symbol) may be displayed as a confirmed symbol, the game may transition to the c time-saving state, and the c time-saving state may end and transition to a non-time-saving state may be repeated.
[0257] Fig. 34(a) shows a display example when the condition for transitioning to the reached time-saving state (time-saving state b) is met when the game state is in the time-saving state c. In other words, Fig. 34(a) shows a case where the "number of hit / miss judgments for special symbols" executed without a jackpot occurring reaches the specified number of hits of "900", and a miss symbol is displayed on the main display section 6H when the game state is in the time-saving state c.
[0258] In this case 3, after the losing symbol is displayed on the main display portion 6H, the condition for transitioning to the reached time-shortened state (b time-shortened state) is met, as shown in FIG. 34(b). When the condition for transitioning to the time-saving state (b time-saving state) is met, the time-saving state performance is executed without executing the time-saving state performance. When the time-saving state performance starts, the character state R4 indicating the remaining number of times in the time-saving state (b time-saving state) is updated (-1 is displayed each time the performance display starts and a predetermined time has passed) every time the result of the hit / miss judgment regarding the special pattern is a miss. Then, when the reaching time-saving state ends, a reaching time-saving state ending presentation is executed as shown in FIG. 31(d).
[0259] In addition, even in case 3, when the conditions for transitioning to the reached time-saving state (b time-saving state) are met during the c time-saving state, the reached time-saving state performance is not immediately executed, but rather, as shown in variant example 2 of Figure 34 (A), the reached time-saving state performance may be executed after executing the continuous time-saving performance.
[0260] In this case, it is possible to implement a presentation that emphasizes that the player will naturally understand that the time-saving state a will continue as is (for longer than usual), without particularly emphasizing that a new time-saving state (time-saving state b) has started during the time-saving state c.
[0261] Next, a time-saving effect flag management process executed by the sub-integrated control device 83 will be described with reference to the flowchart of Fig. 35. This process is executed periodically (for example, every 2 ms) by the sub-integrated control device 83. This process sets the time-saving effect flag (setting the value to "1") when transitioning to each time-saving state (time-saving state A, time-saving state B, time-saving state C), cancels it (setting the value to "0") when it ends, and cancels it when a jackpot game starts.
[0262] When this process starts, in S1000, the sub-integrated control device 83 determines whether or not it has received a jackpot start command. Here, the sub-integrated control device 83 can determine that a jackpot game has started by receiving a jackpot start command (a command indicating the start of a jackpot game transmitted in S390 of FIG. 22). If an affirmative decision is made in S1000 (S1000: yes), it is decided whether or not the value of any of the time-saving effect flags is "1" (S1005).
[0263] In other words, if the time-saving state resulting in a positive judgment of S1000 is time-saving state a, the value of the first time-saving effect flag is set to "1", if it is time-saving state b, the value of the second time-saving effect flag is set to "1", and if it is time-saving state c, the value of the third time-saving effect flag is set to "1". If the determination in S1005 is negative (S1005: no), this process is returned.
[0264] On the other hand, if the result of S1005 is affirmative (S1005: yes), the process sets the value of the set time-saving effect flag to "0" and the value of the corresponding number-of-times display counter to "0", and then returns to this process. Here, the number-of-times display counter is a counter corresponding to the remaining number of times that a win / loss judgment can be performed in the time-saving state, and when transitioning to each time-saving state (time-saving state a, time-saving state b, time-saving state c), the number of time-saving times corresponding to the time-saving state to be transitioned to (the upper limit number of times that a win / loss judgment can be performed while maintaining the benefit of the time-saving state to be transitioned to) is set.
[0265] To explain S1010 in detail, when the gaming state is the time-saving state a, the process sets the value of the first time-saving effect flag to "0" and initializes the number-of-times display counter for the time-saving state a (sets it to "0"), and then returns to this process. When the gaming state is the time-saving state b, the process sets the value of the second time-saving effect flag to "0" and initializes the number-of-times display counter for the time-saving state b (sets it to "0"), and then returns to this process. Furthermore, when the gaming state is the time-saving state c, the process sets the value of the third time-saving effect flag to "0" and initializes the number-of-times display counter for the time-saving state c (sets it to "0"), and then returns to this process.
[0266] The number of times display counter is a counter that refers to the remaining number of times at the start of the effect display when the remaining number of times in the time-saving state during the transition is displayed on the screen 6a of the effect pattern display device 6 when the effect is displayed in the time-saving state. For example, in FIG. 30(b), the remaining number of times at the start of the effect display is "80 (times)", the value of the number of times display counter at that time is "80", and the "remaining number of times in the time-saving state" is displayed as "80 times" on the screen 6a of the effect pattern display device 6.
[0267] Here, when the a time-saving state is started, the corresponding number of time-saving times (maximum number of times) is set to "100 times" or "950 times". When the b time-saving state is started, the corresponding number of time-saving times (maximum number of times) is set to "900 times". When the c time-saving state is started, the corresponding number of time-saving times (maximum number of times) is set to "50 times". Then, each time a judgment is made as to whether or not the game should move to the time-saving state (each time the display of the special symbols (performance symbols) changes) the value of the count display counter is decremented by "1".
[0268] In this embodiment, the value of the number display counter is taken into consideration when setting a presentation pattern in the time-saving state in the presentation start process (FIGS. 36 and 37) described later. For example, the presentation pattern set in the time-saving state is a pattern in which, at the start of the presentation display, the remaining number of times at the start time is displayed for a certain period of time based on the value of the number display counter, and then the remaining number is changed to a display with "-1". The display mode of the remaining number of times is not limited to the mode shown in this embodiment.
[0269] If a negative judgment is made in S1000 (S1000: no), the process proceeds to S1015, where it is judged whether or not the value of the time-saving effect flag is "0" (S1015). If a positive judgment is made in the process of S1015 (S1015: yes), the process proceeds to S1020, where it is judged whether or not a time-saving state (time-saving state a, time-saving state b, time-saving state c) transition designation command has been received (S1020).
[0270] In other words, it is determined whether any of the following has been received (S1020): (1) a second time-shortened state transition designation command (a command indicating a transition to the reached time-shortened state) transmitted from the main control unit 80 in the processing of S470 in FIG. 23; (2) a third time-shortened state transition designation command (a command indicating a transition to a specific time-shortened state) transmitted from the main control unit 80 in the processing of S470 in FIG. 23; or (3) a command indicating a transition to the jackpot time-shortened state transmitted from the main control unit 80 in S556 in FIG. 28 (S1020).
[0271] If a positive judgment is made at S1020 (S1020: yes), the process proceeds to S1025, where the value of the time-saving effect flag corresponding to the command specifying the transition to the time-saving state (time-saving state A, time-saving state B, time-saving state C) corresponding to the received command is set to "1", and the number of time-saving times corresponding to the value of the time-saving effect flag is set in the number-of-times display counter, and then the process returns.
[0272] Here, in S1020, when a command is received specifying that a transition has been made to the jackpot time-saving state (time-saving state a), the time-saving count display counter is set to "100 times" or "950 times". Also, when a command is received specifying that a transition has been made to the reached time-saving state (time-saving state b), the time-saving count display counter is set to "900 times". Furthermore, when a command is received specifying that a transition has been made to the specific time-saving state (time-saving state c), the time-saving count display counter is set to "50 times". On the other hand, if a negative determination is made in S1020 (S1020: no), the process returns.
[0273] Also, if a negative judgment is made in S1015 (S1015: no), the process proceeds to S1030. This S1030 is a process for judging whether or not a time-saving state transition designation command has been received. Here, if a positive judgment is made in S1030, it is when a time-saving state transition designation command that designates a transition to an attainment time-saving state (b time-saving state) is received from a jackpot time-saving state (a time-saving state) or a specific time-saving state (c time-saving state). Unlike this embodiment, in the following cases, there is a possibility of receiving a command specifying that a specific time-saving state (c time-saving state) has been entered. In other words, when the game state is in the time-saving state, when a specific loss symbol is displayed as a confirmed loss symbol, the remaining number of win / loss judgments that can be performed in the ongoing time-saving state is compared with the number of time-saving times in the time-saving state that are granted when the specific loss symbol is stopped and displayed. If the result of this comparison shows that the number of time-saving times is greater than the remaining number, and the remaining number is updated with the number of time-saving times to be granted in conjunction with the transition to the c time-saving state, there is a possibility of receiving a command specifying that a specific time-saving state (c time-saving state) has been entered.
[0274] If the result of S1030 is affirmative (S1030: yes), the process proceeds to S1035, where the value of the time-saving effect flag being set is set to "0," and the value of the time-saving effect flag corresponding to the time-saving state transition designation command corresponding to the received command is set to "1," and the value of the number of times display counter in the ongoing time-saving state is updated to the number of times of the time-saving state to be transitioned to, and then the process returns. In other words, if the result of S1030 is actually affirmative, it is when the time-saving state transition designation command indicating a transition to the time-saving state b is received in the time-saving state a or time-saving state c, and in S1035 the first time-saving effect flag or the third time-saving effect flag being set is set to "0," and the value of the second time-saving effect flag is set to "1."
[0275] If the result of S1030 is negative (S1030: no), the process proceeds to S1040, where it is determined whether or not a command to end the time-saving state (time-saving state a, time-saving state b, time-saving state c) has been received (S1040).
[0276] In other words, it is determined whether or not (1) a first time-shortening state end designation command (a command indicating the end of the jackpot time-shortening state) transmitted from the main control unit 80 in the processing of S470 in Figure 23, (2) a second time-shortening state end designation command (a command indicating the end of the reached time-shortening state) transmitted from the main control unit 80 in the processing of S470 in Figure 23, or (3) a third time-shortening state end designation command (a command indicating the end of a specific time-shortening state) transmitted from the main control unit 80 in the processing of S470 in Figure 23 has been received (S1040).
[0277] If the determination in S1040 is negative (S1040: no), the process returns. On the other hand, if the result of S1040 is affirmative (S1040: yes), the process proceeds to S1045, where the value of the time-saving effect flag corresponding to the received time-saving state (time-saving state a, time-saving state b, time-saving state c) end designation command is set to "0" and the number display counter of the time-saving state to be ended is initialized (set to "0"), and then the process returns. Here, in S1045, when the time-saving state a is to be ended, the value of the first time-saving effect flag is set to "0", when the time-saving state b is to be ended, the value of the second time-saving effect flag is set to "0", and when the time-saving state c is to be ended, the value of the third time-saving effect flag is set to "0".
[0278] Next, the performance start process executed by the sub integrated control device 83 will be described with reference to the flowcharts of Figures 36 and 37. This process is executed periodically (for example, every 2 ms) by the sub integrated control device 83. When the sub-integrated control device 83 starts the performance start process, it determines whether or not it has received a change start command (S1100). Here, the change start command is a command sent from the main control device 80 when starting the change of the special symbol (see S366 in FIG. 19).
[0279] This fluctuation start command includes data showing the result of the hit / miss judgment regarding the special symbol (jackpot, miss) and data showing the fluctuation pattern that specifies the fluctuation time. Also, if the result of the hit / miss judgment regarding the special symbol is a hit, the fluctuation start command includes data that specifies the hit symbol (data that indicates the type of hit that has occurred with the symbol specification command). Furthermore, if the result of the hit / miss judgment regarding the special symbol is a miss, the fluctuation start command includes miss data (miss information) that indicates that the hit / miss judgment result is a miss, as well as data regarding the presence or absence of arrival information and data regarding the presence or absence of specific miss information. Here, the reaching information is data added to the losing information when the "win / lose judgment on the special symbol" is executed a prescribed number of times without a big win. Also, the specific losing information is data added to the losing information when a specific losing is detected (see FIG. 21(a)).
[0280] If a negative judgment is made at S1100 (S1100: no), the presentation start processing is terminated. If a positive judgment is made (S1100: yes), the processing proceeds to S1105, where an allocation random number to be used when allocating presentation patterns (presentation modes) is obtained.
[0281] When the sub-integrated control device 83 executes S1105, it proceeds to S1110 and determines whether or not a jackpot has occurred (whether or not jackpot information is included in the fluctuation start command). If the result of S1110 is affirmative (S1110: yes), the process proceeds to S1115, where it is determined whether the value of the time-saving effect flag (any of the first time-saving effect flag to the third time-saving effect flag) is "1" (S1115).
[0282] If the result of S1115 is positive (S1115: yes), a "presentation pattern with a jackpot presentation for time-saving mode" is set as the "pattern (presentation pattern) of the presentation display that starts in response to the changing display of the special symbol" (S1120), and the process proceeds to S1300. On the other hand, if the result of S1115 is negative (S1115: no), a "presentation pattern with a jackpot presentation for non-time-saving mode" is set (S1125), and the process proceeds to S1300.
[0283] If a negative judgment is made at S1110 (S1110: no), that is, if the result of the correct / incorrect judgment is incorrect (S1110: no), the process proceeds to S1130 in FIG. 37, where it is determined whether or not arrival information has been added to the fluctuation start command. If an affirmative decision is made in S1130 (S1130: yes), the process proceeds to S1135, where it is determined whether the value of the time-saving effect flag is "1" (S1135). However, S1135 is a process for determining whether the value of the first time-saving effect flag or the third time-saving effect flag is "1" (S1135). After all, when the gaming state is the reached time-saving state, it is not assumed that the reached time-saving state will be set again (see FIG. 7).
[0284] If a negative determination is made in S1135 (S1135: no), a presentation pattern for the reach presentation is set (S1140), and the process proceeds to S1300. On the other hand, if a positive determination is made in S1135 (S1135: yes), a presentation pattern for the time-saving continuation presentation is set (S1145), and the process proceeds to S1300.
[0285] Here, the presentation according to the presentation pattern for the reach presentation constitutes a specific example of the first presentation, and the presentation according to the presentation pattern for the time-saving continuation presentation constitutes a specific example of the second presentation. As an example of a presentation that follows the presentation pattern for the reach presentation, there is a presentation that indicates that the game state is transitioning to the reach time-saving state, as shown in FIG. 31(b). Also, as an effect following the effect pattern for the time-saving continuation effect, when the value of the first time-saving effect flag is "1", for example, an effect pattern for executing the arrival time-saving effect is set (see FIG. 33(d)). Note that instead of an effect pattern in which the arrival time-saving effect suddenly appears, an effect pattern in which the time-saving continuous effect of FIG. 33(A) appears and then the arrival time-saving effect appears may be set.
[0286] Furthermore, as an effect following the effect pattern for the time-saving continuation effect, even when the value of the third time-saving effect flag is "1", for example, an effect pattern for executing the arrival time-saving effect is set (see FIG. 34(b)). Note that instead of an effect pattern in which the arrival time-saving effect suddenly appears, an effect pattern in which the time-saving continuous effect of FIG. 34(A) appears and then the arrival time-saving effect appears may be set.
[0287] If a negative determination is made in S1130 (S1130: no), the process proceeds to S1150, where it is determined whether or not specific information is added to the deviation information (fluctuation start command). If the result of S1150 is affirmative (S1150: yes), the process proceeds to S1155, in which a "presentation pattern involving a specific miss presentation" is set (S1155), and the process proceeds to S1300.
[0288] On the other hand, if a negative judgment is made in S1150 (S1150: no), the process proceeds to S1170, where a "presentation pattern involving a general miss presentation" is set (S1170), and the process proceeds to S1300. Here, in S1170, a presentation pattern with a general miss presentation when no reach information or specific information is added is set. Specifically, when the value of any of the time-saving presentation flags is "0", a presentation pattern with a general miss presentation for non-time-saving (see FIG. 29) is set. Also, when the value of any of the time-saving presentation flags is "1", a general miss presentation for time-saving (see FIG. 31(c)(d), FIG. 32(c)(d)) is set.
[0289] 36, a process for setting a stop pattern of the effect pattern is performed. Then, when S1300 is performed, the effect is started (S1305), and the effect start process is returned.
[0290] Next, a description will be given of the effect stopping process executed by the sub integrated control device 83 with reference to the flowchart of Fig. 38. Note that this process is executed periodically (for example, every 2 ms) by the sub integrated control device 83. When the performance stop process is started, the sub-integrated control device 83 judges whether or not it has received a change stop command (S1500). Here, the change stop command is a command transmitted from the main control device 40 when stopping the change of the special symbol and displaying the fixed symbol (see the process of S372 in FIG. 21). If the determination is negative (S1500: no), the effect stop process is terminated.
[0291] On the other hand, if the determination is affirmative (S1500: yes), the process proceeds to S1505, where it is determined whether or not the time-saving effect flag (the value of any one of the first time-saving effect flag to the third time-saving effect flag) is 1. If the determination is affirmative in S1505, the value of the number display counter is incremented by 1, and the process proceeds to S1515. If the determination is negative in S1505, S1510 is skipped and the process proceeds to S1515.
[0292] In S1515, a process is performed to transmit a performance pattern determination display instruction signal to the performance pattern control device 82. Then, the performance stop process is terminated.
[0293] Here, if the result of the hit / miss determination is a jackpot, a "jackpot pattern (performance pattern)" is definitely displayed on the screen 6a of the performance pattern display device 6 as a result of the processing of S1515. In this case, the middle performance pattern 6C is displayed stopped with the same number pattern (performance pattern) as the left performance pattern 6L and the right performance pattern 6R, and the occurrence of a jackpot is announced. On the other hand, if the result of the hit / miss judgment is a miss, the "miss pattern (performance pattern)" is confirmed and displayed on the screen 6a of the performance pattern display device 6 as a result of the processing of S1515. In this case, the middle performance pattern 6C is displayed as a number pattern (performance pattern) different from the left performance pattern 6L and the right performance pattern 6R, and a miss is notified.
[0294] However, among the "losing patterns (performance patterns)", specific losing patterns (performance patterns) are composed of performance patterns consisting of even numbers arranged in ascending order from right to left.
[0295] According to the pachinko machine 50 of Example 1, (1) case 1 in which a transition to the reached time-shortened state is made based on the number of hit / miss determinations made without a jackpot occurring in the normal state (non-time-shortened state) reaching a prescribed number of times, and (2) case 2 in which a transition to the reached time-shortened state is made based on the number of hit / miss determinations made without a jackpot occurring in the a-time-shortened state or the c-time-shortened state reaching a prescribed number of times. In other words, even in cases where a transition to the reached time-shortened state occurs based on the number of hit / miss judgments being performed without a jackpot occurring reaching the specified number of times, in cases where a transition to the reached time-shortened state occurs in a normal state, an achievement effect is executed suggesting that the specified number of times has been reached, and in cases where a transition to the reached time-shortened state occurs in the a time-shortened state or the c time-shortened state, an effect is executed suggesting that the time-shortened state will continue.
[0296] In this way, according to this embodiment, different presentations are executed depending on the game state when the specified number of times is reached, and the player can be given an impression corresponding to the game state, thereby sufficiently increasing the player's interest in the game. In the first embodiment, the first time-saving state includes the time-saving state a and the time-saving state c. However, the first time-saving state may include only one of the time-saving state a and the time-saving state c.
[0297] (2) Example 2 The pachinko machine 50 of Example 2, when starting the c time-saving state, determines whether or not the condition for transitioning to the reached time-saving state (b time-saving state) is met during the c time-saving state, and executes different presentations depending on whether or not the condition is met.
[0298] First, an overview of the performance control executed in the pachinko machine 50 of the second embodiment will be described with reference to Figs. FIG. 39(a) shows a case where a specific miss pattern (performance pattern) is displayed as confirmed in a performance display executed in a non-time-saving state.
[0299] In this case, when the specific losing pattern is displayed as a confirmed pattern, it is determined whether or not the conditions for transitioning to the reached time-saving state (time-saving state b) are met during the number of time-saving times in the starting time-saving state c. Then, if it is determined that the condition for transitioning to the reached time-saving state (time-saving state b) is not satisfied, a normal start effect is executed, which indicates the start of the specific time-saving state (time-saving state c) in a normal manner, as shown in FIG. 39(d). Then, when the specific time-saving state (time-saving state c) starts, an effect during the time-saving state c is executed, as shown in FIG. 39(e). Then, in the final change performed in the specific time-saving state, an effect for ending the specific time-saving state is executed (see FIG. 32(d)).
[0300] On the other hand, when it is determined that the condition for transitioning to the reached time-saving state (b time-saving state) is satisfied, a special start effect is executed to suggest the start of the specific time-saving state (c time-saving state) in a special manner, as shown in FIG. 39(b). This special start effect is an effect that suggests that the reached time-saving state (b time-saving state) will start during the specific time-saving state (c time-saving state) at the start of the specific time-saving state (c time-saving state). Specifically, a display is made showing that the character Q that appears is holding a microphone M that suggests the reached time-saving state and uttering the line V1, "It's time for Tatsukichi's chance, but we'll bring you the karaoke play time ahead of schedule."
[0301] In addition, when it is determined that the conditions for transitioning to the reached time-saving state (b time-saving state) are met, for example, the following presentation is performed. That is, after the special start effect of FIG. 39(b) is executed, the effect during the karaoke play time (display similar to that of FIG. 31(c)) is carried out as shown in FIG. 39(c) and FIG. 40(a). However, if it is determined that the condition for transitioning to the reached time-saving state (b time-saving state) is satisfied, the sub-integrated control device 83 executes a special time-saving state effect when starting the effect display as shown in Fig. 40(b) when it receives a predetermined number of fluctuation start commands. This special time-saving state effect is an effect that suggests, in the middle of the specific time-saving state (c time-saving state), that the reached time-saving state (b time-saving state) will start during the specific time-saving state (c time-saving state).
[0302] To explain in detail about the performance during the special time-saving state, character Q, who appears in the specific time-saving state, is holding microphone M, which indicates that the time-saving state has been reached, and is displayed saying the line V2, "It's time for Tatsukichi's chance, but we're bringing forward the karaoke play time." Even in the performance display that performs the performance during the special time-saving state, the performance during karaoke play time will be performed thereafter, as shown in Figure 40 (c).
[0303] Then, by repeating the karaoke play time, when the number of hit / miss judgments regarding the special symbol reaches the specified number of times, it is announced that the actual performance of the reached time-saving state will start from the next change. In other words, an achievement performance is executed to show that the state where the actual performance of the reached time-saving state starts has been reached (the number of hit / miss judgments regarding the special symbol has reached the specified number of times, "900 times").
[0304] Specifically, as shown in Fig. 40(d), a text display V3 saying "Suddenly, the karaoke play time starts from the next change!" is displayed together with a cat character N holding a microphone M. Also, a large arrow R8 pointing to the right is displayed on the screen 6a. After that, the performance during the time-saving state shown in Fig. 31(c) is executed from the next change. Furthermore, just before the final change of the time-saving state (b time-saving state) is completed, the performance for ending the time-saving state is executed (see Fig. 31(d)).
[0305] Unlike this embodiment, the special time-saving effect or the special start effect may be implemented according to the contents of the above-mentioned pre-reading judgment. In other words, when a promising reserved memory occurs, an effect similar to the special time-saving effect, etc., that is, an effect suggesting the possibility of transition to the reached time-saving state, may be executed as a notice effect (pre-effect). To explain more specifically, in the above-mentioned look-ahead judgment, the main control unit 80 judges whether the random number for determining a jackpot related to the newly generated reserved memory (the first reserved memory in S204, the second reserved memory in S214) is a specific value (a jackpot value that results in a jackpot), and if a positive judgment is made, the main control unit 80 generates look-ahead command 1 indicating that the random number for determining a jackpot related to the newly generated reserved memory is a specific value, and transmits it to the sub-integrated control unit 83.
[0306] In addition, when it is determined that the random number for determining a jackpot related to the newly generated reserved memory is not a specific value, it is determined whether or not the random number for determining a reach related to the generated reserved memory is a predetermined value (a value that will execute a reach-miss performance in the performance display). Then, when it is determined to be positive, the main control device 80 generates a look-ahead command 2 indicating that the newly generated reserved memory is a predetermined value (a value indicating that a reach will be executed), and transmits it to the sub-integrated control device 83.
[0307] Furthermore, the main control unit 80 generates a look-ahead command 3 indicating that the random number for determining a jackpot related to the newly generated reserved memory (first reserved memory, second reserved memory) is not the above-mentioned specific value (the jackpot value that results in a jackpot) and is also not the above-mentioned predetermined value (the value indicating a reach), and transmits this to the sub-integrated control unit 83.
[0308] On the other hand, the sub-integrated control device 83 that has received the look-ahead command 1 executes a jackpot advance notice performance with a high jackpot reliability in the performance display (hereinafter referred to as a high reliability advance notice performance, for example, an example of a performance in which a special character with high rarity appears). Also, the sub-integrated control device 83 that has received the look-ahead command 2 executes a jackpot advance notice performance with a lower jackpot reliability than the high reliability advance notice performance (for example, an example of a performance in which a character different from the special character and less rare than the special character appears).
[0309] Furthermore, under the following conditions, a preview effect may be executed which "indicates that there is a possibility of transitioning to the reached time-saving state via a specific time-saving state (hereinafter referred to as a reachability preview effect)." For example, based on the result of the first look-ahead judgment described above, each time the sub-integrated control device 83 receives look-ahead command 2 or 3 transmitted from the main control device 80, it acquires the number of hit / miss judgments (the number of hit / miss judgments regarding the special symbol) until the specified number of hits is reached. Then, if the execution lottery is won (for example, the probability of winning is 5%), a reach possibility advance notice performance with a different reliability according to the number of hit / miss judgments may be executed.
[0310] For example, when the number of times of the right or wrong judgment is small (when it is 42 times or less, that is, when it is less than the value obtained by subtracting the upper limit number of the first reserved memory and the second reserved memory from 50 times), and the game state is in a non-time-saving state, a reachability notice performance of the first reliability is executed. For example, during the display of the performance in which the reserved memory preceding the first reserved memory is processed and executed, text information such as "Maybe the time-saving state will be reached after passing through the specific time-saving state?" is displayed. On the other hand, when the number of times of the right or wrong judgment is large (when it is 43 times or more), and the game state is in a non-time-saving state, a reachability notice performance of a second reliability lower than the first reliability may be executed. For example, during the display of the performance in which the reserved memory preceding the first reserved memory is processed and executed, text information such as "I hope the time-saving state will be reached after passing through the specific time-saving state!" may be displayed. Note that, when the game state is in a time-saving state, the reachability notice performance may not be executed.
[0311] 41(a), a count command reception process executed by the sub integrated control device 83 will be described. This process is executed periodically (for example, every 2 ms) by the sub integrated control device 83. When this process starts, it is determined whether or not a count command has been received (S800).
[0312] Here, the count command is a command sent from the main control device 80 to the sub-integrated control device 83 each time a win / loss determination is made regarding a special pattern when the game state is in the normal probability state (see S362h in Figure 20(a)). The sub-integrated control device 83 counts the number of times the count command is received, thereby making it possible to count the number of times a "win / lose judgment regarding a special symbol" is performed when the game state is in the normal probability state.
[0313] If the determination in S800 is negative (S800: no), the process returns, and if the determination is positive (S800: yes), the process proceeds to S805. In S805, it is determined whether the value of the count flag is "0" (S805), and if the determination in S805 is negative (S805:no), the process proceeds directly to S815, increments the value of the count counter by "1", and then returns from this process.
[0314] If the determination in S805 is affirmative (S805: yes), the process proceeds to S810, where the process of setting the value of the count flag to "1" (S810) is executed. After executing S810, the process of incrementing the value of the count counter by "+1" is executed in S815, and the process returns.
[0315] Here, the count flag is a flag indicating that the sub integrated control device 83 is in a state of counting the number of times that the sub integrated control device 83 receives a count command transmitted from the main control device 80. When the value of the count flag is set to "1", the count counter is incremented every time the sub integrated control device 83 receives a count command transmitted from the main control device 80. In this embodiment, when a count command is received for the first time, the value of the counting flag is set to "1", and when a jackpot time-saving transition command (state designation command of S556 in Figure 28 (command indicating transition to jackpot time-saving mode)) is received, the value of the counting flag is changed from "1" to "0" and the value of the counting counter is initialized (see Figure 42).
[0316] Next, the counting flag release process executed by the sub-integrated control device 83 will be described using the flowchart of Fig. 42. This counting flag release process is a process executed when the game is switched to the jackpot time reduction before the game is switched to the arrival time reduction. This process is executed periodically (for example, every 2 ms) by the sub-integrated control device 83.
[0317] When the count flag reset process is started, it is determined whether the value of the count flag is "1" (S900). If the determination in S900 is negative (S900; no), the count flag reset process is returned. On the other hand, if the result of the S900 determination is affirmative, the process proceeds to S905, where it is determined whether or not a command indicating a transition to the jackpot time reduction has been received (S905). Specifically, it is determined whether or not the sub-integrated control device 83 has received the state designation command (S556) of FIG.
[0318] If the determination in S905 is negative (S905; no), the count flag reset process is returned. On the other hand, if the determination in S905 is affirmative (S905; yes), the process proceeds to S910, where the value of the count flag is set to "0" and the count counter is initialized, and then the process proceeds to S915.
[0319] In S915, it is determined whether or not the value of the intermediate performance flag is 1. If the determination in S915 is negative (S915; no), the counting flag release process is returned. On the other hand, if the result of S915 is positive (S915; yes), the process sets the value of the intermediate performance flag to "0" (if the value of the intermediate performance counter is not "0", the process also sets the value of the intermediate performance counter to "0"), and then returns the counting flag release process.
[0320] Here, the value of the intermediate performance flag is a flag indicating that a performance during the special time-saving state is to be executed, and when the value is "1", a performance during the special time-saving state is executed. In addition, the intermediate performance counter is a counter that indicates the number of times the performance display is executed after transition to the c time-saving state until the special time-saving state performance appears.
[0321] As shown in FIG. 41(b), if the number of times the effect display is executed before the transition to the reached time-saving state after the transition to the c time-saving state (hereinafter referred to as the remaining number of times to be reached) is four or less, the special time-saving state effect is not executed; if it is five to ten times, the special time-saving state effect is executed on the fifth effect display; and if it is eleven times or more, the special time-saving state effect is executed on the eleventh effect display. In this embodiment, an example is shown in which the special time-saving state performance is executed once when the remaining number of times to be reached is 5 or more, but it may be executed multiple times.
[0322] The performance start process of the second embodiment will be described with reference to Fig. 36 and a partially modified flowchart of Fig. 37. This process is executed periodically (for example, every 2 ms) by the sub-integrated control device 83. The performance start processing of the second embodiment is similar to that of the first embodiment in that it follows the processing in FIG. 36 and the processing in the case where a positive judgment is made at S1130 in FIG. 37, but differs from the first embodiment in that it follows the processing in FIG. 43 in the case where a negative judgment is made at S1130. In the effect start process of the second embodiment, if a negative decision is made in S1130 of FIG. 37 (S1130: no), the process proceeds to S1150 of FIG. Then, in S1150 of FIG. 43, it is determined whether specific information is added to the data (variation start command) indicating that the result of the pass / fail judgment is a miss.
[0323] If the determination in S1150 is affirmative (S1150: yes), the process proceeds to S1180, and if the determination in S1150 is negative (S1150: no), the process proceeds to S1220. In S1180, it is determined whether the value of the count flag is "1", and if a negative determination is made in S1180 (S1180:no), the process proceeds to S1205, where a process is performed to set a performance pattern for the normal start performance, and the process proceeds to S1300 in FIG. On the other hand, if the result of S1180 is affirmative (S1180: yes), the process proceeds to S1185, where it is determined whether the value obtained by subtracting the number of times the time-saving state is in the specific time-saving state (50) from the counting count value (the number of times the count command is received) is less than "0." In other words, in S1185, it is determined whether the transition condition to the reached time-saving state is satisfied in the specific time-saving state to be started.
[0324] Then, if a negative determination is made in S1185 (S1185: no), the process proceeds to S1205, where a process for setting a performance pattern for a normal start performance is performed, and the process proceeds to S1300 in FIG. On the other hand, if the result of S1185 is affirmative (S1185: yes), the process proceeds to S1190, where a process for setting a special start effect pattern is performed. When S1190 is executed, the process proceeds to S1195, where it is determined whether or not the transition condition for the time-saving state is established when the subsequent five or more effects are displayed.
[0325] If the determination in S1195 is affirmative (S1195: yes), the process proceeds to S1200, where the value of the intermediate performance flag is set to "1" and a predetermined value is set in the intermediate performance counter, and the process proceeds to S1300 in Fig. 36. On the other hand, if the determination in S1195 is negative (S1195: no), the process proceeds directly to S1300 in Fig. 36. Here, in S1200, a value indicating the number of times the effect display is performed before the special time-saving state effect appears is set in the intermediate effect counter (see FIG. 41(b)).
[0326] If a negative determination is made in S1150 (S1150: no), the process proceeds to S1220. In S1220, it is determined whether the value of the intermediate performance flag is "1", and if the determination is negative (S1220:no), in S1270, if the time-save state is established, a performance pattern for normal performance during time-save is set, and if the time-save state is not established, a performance pattern for normal performance during non-time-save is set, and the process proceeds to S1300 in FIG. 36. The special start effect pattern is the special start effect shown in Fig. 39(b) above, which constitutes a specific example of a special effect different from the normal effect. The normal start effect pattern is the normal start effect (c time-saving state start effect) shown in Fig. 39(d) above, which constitutes a specific example of a normal effect.
[0327] If the determination in S1220 is affirmative (S1220: yes), the process proceeds to S1225, where the process of decrementing the value of the intermediate performance counter by 1 is performed. After S1225 is performed, the process proceeds to S1230, where it is determined whether the value of the intermediate performance counter has become 0. If the determination in S1230 is negative (S1230: no), S1270 is executed, and then the process proceeds to S1300 in FIG.
[0328] On the other hand, if the determination in S1230 is affirmative (S1230: yes), the process proceeds to S1235, where a performance pattern for the intermediate performance is set, and then in S1240, the value of the intermediate performance flag is set to “0.” After this, the process proceeds to S1300 in FIG. Here, the performance pattern for the intermediate performance is the special time-saving state performance (c time-saving state performance) illustrated in Fig. 40(b) above, and constitutes another specific example of the special performance. Note that in the second embodiment, a special start performance and a special time-saving state performance are illustrated as special performances, but either the special start performance or the special time-saving state performance may be executed as the special performance.
[0329] According to the pachinko machine 50 of Example 2, when transitioning to a specific time-shortening state (c time-shortening state), it is determined whether or not the condition for transitioning to the reached time-shortening state (b time-shortening state) is met in the specific time-shortening state (c time-shortening state) to be transitioned to, and different presentations are executed depending on whether or not the condition is met. Therefore, according to the pachinko machine 50 of the second embodiment, a different presentation is executed every time the specific time-shortening state (c time-shortening state) is entered, so that interest in the game can be sufficiently increased.
[0330] In other words, when a normal start effect appears when transitioning to a specific time-saving state (c time-saving state), a predetermined number of times (50 times is exemplified) is given as the number of time-saving times in the time-saving state, and a game is played aiming for the occurrence of a jackpot within this predetermined number of times. In contrast, when a special start effect appears when transitioning to a specific time-saving state (c time-saving state), a game is played aiming for the occurrence of a jackpot within a number of times that is much greater than the predetermined number of times as the number of time-saving times in the time-saving state. Therefore, when a normal start effect appears, a game is played with a sense of tension aiming for the occurrence of a jackpot, and when a special start effect appears, a game is played with a sense of ease aiming for the occurrence of a jackpot.
[0331] In this way, according to the pachinko machine 50 of Example 2, each time a transition is made to a specific time-shortened state (c time-shortened state), a different presentation is executed that reflects whether or not a transition is made to the reached time-shortened state (b time-shortened state), thereby giving the player an impression that corresponds to that game state. Moreover, in the pachinko machine 50 of Example 2, when transitioning to a specific time-shortening state, if it is determined that the conditions for transitioning to the reached time-shortening state are met in the specific time-shortening state to which the transition is to be made, there is a possibility that a special time-shortening state performance will appear, thereby further increasing interest in the game.
[0332] (3) Example 3 In the pachinko machine 50 of Example 3, the state has been transitioned to a time-saving state, but the result of the hit / miss judgment regarding the special pattern is not a jackpot, and the time-saving state ends, and an example of the presentation display is shown. In other words, if a jackpot does not occur even after a transition to the time-saving state (b time-saving state) and a hit / miss judgment (a hit / miss judgment regarding the special symbol) is repeated many times (for example, 900 times) while maintaining the benefits of the time-saving state, it is determined that a so-called "big hit" has occurred, a unique presentation is displayed, and a guideline is provided to determine whether or not the game should be continued.
[0333] Here, the game state after the end of the time-saving state is the normal game state (non-open extended state (normal probability)), but in the pachinko machine 50 of Example 3, depending on the history up to the transition to the time-saving state, the presentation mode changes as follows, as shown in Figures 44(a) and (b).
[0334] Specifically, the presentation contents are different between (a) a presentation mode performed in a general normal state (normal game state) (hereinafter referred to as the general presentation mode), (b) a presentation mode performed in a normal state (normal game state) when an independent b time-saving state is exited (hereinafter referred to as the first special presentation mode), and (c) a presentation mode performed in a normal state (normal game state) when an independent b time-saving state is exited (contiguous) with a c time-saving state (hereinafter referred to as the second special presentation mode). Note that the exit from an independent b time-saving state refers to the end of the arrival time-saving mode started in a non-time-saving state and the transition to a normal state (normal game state). Also, the exit from a b time-saving state overlapping with a c time-saving state refers to the end of the arrival time-saving mode started in the c time-saving state and the transition to a normal state (normal game state).
[0335] (a) In the general performance mode, the performance symbol display device 6 displays a screen 6a for the normal state (normal game state) in the performance display (see the screen 6a shown in FIG. 29(a)). In addition, (b) the first special effect mode and the second special effect mode are effect modes that are executed when the first effect display (first special symbol variation) is performed after the end of the time-saving state. After the first effect display (first special symbol variation) is performed, the general effect mode is executed when the subsequent effect display (first special symbol variation) is performed.
[0336] In the third embodiment, the first special effect mode and the second special effect mode are exemplified as being executed at the first effect display (first special symbol variation) after the end of the time-saving state, but are not limited to the first effect display and may be executed at a plurality of effect displays including the first effect display. For example, they may be executed at a predetermined number of variations after the end of the time-saving state. In this way, when the time-saving state is executed at a predetermined number of variations after the end of the time-saving state, the message suggested by the effect (a guideline for determining whether or not to continue playing) can be strongly conveyed to the player.
[0337] The first special effect mode and the second special effect mode have different effects. The effects of the first special effect mode and the second special effect mode can be selected from various options, such as the display examples shown in Figures 44(a) and (b) and the display examples shown in Figures 44(c) and (d).
[0338] The display examples shown in Figures 44(a) and (b) provide a positive presentation that gives the player a positive impression. As shown in FIG. 44(a), when the single b time-saving state is exited, the character (Tatsukichi) Y displayed on the screen 6a displays text information S3 saying "It might be about time." In other words, since the hit / miss judgment regarding the special pattern has not been a hit until the b time-saving state, which is set to a particularly large number of times (900 times) as the time-saving count is exited (until the b time-saving state is ended), a performance is performed suggesting that a hit will occur soon.
[0339] As shown in FIG. 44(b), when the b time-saving state overlapping with the c time-saving state is exited, the character (Tatsukichi) Y displayed on the screen 6a displays text information S4 saying, "It's going to be bad if you don't win soon (it's going to be bad if you don't win soon)." In other words, even if the number of hit / miss judgments performed in the c time-saving state until the reaching time-saving state is performed in addition to the number of time-saving times set when moving to the reaching time-saving state, the hit / miss judgments regarding the special pattern have not been a hit, so a performance is performed that suggests that it's going to be bad if you don't win soon (a performance that suggests that a hit will occur with a high probability soon).
[0340] 44(a) and (b), a positive effect is executed to display an appeal to the player that the pachinko machine 50 being played is a so-called "chance machine." Therefore, when this display example appears, the operation of the pachinko machine 50 can be increased.
[0341] Furthermore, display examples of the first special performance mode and the second special performance mode are not limited to those shown in Figures 44(a) and (b), and may be those shown in Figures 44(c) and (d). As shown in FIG. 44(c), when the single b time-saving state is exited, the character (Tatsukichi) Y displayed on the screen 6a displays text information S5 saying "Today might be tough." In other words, the special symbol has not been determined to be a jackpot until the b time-saving state, which has a particularly large number of times (900 times) set as the number of times of time-saving, is exited (until the b time-saving state is ended), so a performance is performed suggesting that it will be difficult to win a jackpot even if the game is continued.
[0342] As shown in FIG. 44(d), when the b time-saving state overlapping with the c time-saving state is exited, text information S4 saying "You'd be better off playing another machine..." is displayed as the words of the character (Tatsukichi) Y displayed on the screen 6a. In other words, even if the number of hit / miss judgments performed in the c time-saving state until the reached time-saving state is performed in addition to the number of time-saving times set when the state is transitioned to the reached time-saving state, the hit / miss judgments regarding the special symbols are not a big hit, so a negative presentation is performed suggesting that it is preferable to change the pachinko machine 50 being played to another pachinko machine 50 or to end the game.
[0343] 44(c) and (d), a negative effect is executed to suggest that it is preferable to end playing the pachinko machine 50 that is the object of the game. Therefore, when this display example appears, the player is inhibited from continuing playing the pachinko machine 50, and it is possible to prevent the player from becoming addicted to playing the game.
[0344] Next, the time-saving effect flag management process of the third embodiment will be described with reference to Fig. 45. In this time-saving effect flag management process, if the result of the determination in S1030 is affirmative (S1030: yes), the process proceeds to S1030b, where it is determined whether the received time-saving state transition command is the second time-saving state transition command (S1030b).
[0345] If the command is not the second time-saving state transition command (S1030b: no), the value of the time-saving effect flag corresponding to the time-saving state transition command is set to "1" (1035b), and the process proceeds to S1038. As described above, in this embodiment, the case where a time-saving state transition command is further received in the time-saving state is limited to the case where a positive judgment is made in S1030b. In other words, if a positive judgment is made in S1030, a positive judgment is made uniformly in S1030b.
[0346] If an affirmative determination is made in S1030b, the process proceeds to S1032, where it is determined whether or not the value of the third time-saving effect flag is "1." If a negative determination is made in S1032 (S1032: no), the process proceeds to S1034, where the value of the second time-saving effect flag is set to "1," and the value of the number display counter in the ongoing time-saving state is updated to the number of time-saving times in the time-saving state to be transitioned to (reached time-saving state) (S1038), and then the process returns. Also, if a positive judgment is made at S1032 (S1032: yes), then at S1036 the value of the fourth time-saving effect flag is set to "1", and then at S1038 the value of the number display counter in the ongoing time-saving state is updated to the number of time-saving times in the time-saving state to be transitioned to (reached time-saving state), and this process is returned.
[0347] If the determination in S1030 is negative (S1030: no), it is determined in S1040 whether or not a time-saving mode end designation command has been received. Then, if the determination in S1040 is negative (S1040: no), this process is returned as it is. On the other hand, if a positive judgment is made in S1040 (S1040: yes), the process proceeds to S1041a, where it is determined whether the value of the second time-saving performance flag is "1", and if a positive judgment is made in S1041a (S1041a: yes), the value of the single end flag is set to "1" in S1041c, and then the process proceeds to S1045.
[0348] On the other hand, if the determination in S1041a is negative (S1041a: no), the process proceeds to S1041b, where it is determined whether the value of the fourth time-saving effect flag is "1." If the determination in S1041b is positive (S1041b: yes), the value of the combined end flag is set to "1" in S1041d, and the process proceeds to S1045. On the other hand, if the determination in S1041b is negative (S1041b: no), the process proceeds directly to S1045.
[0349] In S1045, the process sets the value of the time-saving effect flag corresponding to the received time-saving state (time-saving state a, time-saving state b, time-saving state c) termination command to "0" and initializes the number display counter for the time-saving state to be terminated, and then returns the process. Here, the value of the single end flag is a flag indicating that the time-saving state of the arrival time-saving state alone has ended, and the value of the combined end flag is a flag indicating that the arrival time-saving state has ended continuously from a specific time-saving state.
[0350] Next, the performance start process of the third embodiment will be described. The effect start processing of the third embodiment differs from that of the second embodiment in that the processing from S1220 onwards is carried out according to FIG. 46 (following FIG. 43 with the modifications shown in FIG. 46).
[0351] In the performance start processing of Example 3, as shown in FIG. 46, if a negative judgment is made at S1220 (S1220: no) or if a negative judgment is made at S1230 (S1230: no), the process proceeds to S1251, where it is determined whether the value of the single end flag is "1" or not. If a positive judgment is made at S1251 (S1251: yes), a process of setting a presentation pattern for a single end is performed at S1252, and then a process of setting the value of the single end flag to "0" is performed at S1253, and the process proceeds to S1300 in FIG. In S1252, a presentation pattern is set that suggests the end of the single b time-saving state of FIG. 44(a) or FIG. 44(c).
[0352] If the determination in S1251 is negative (S1251: no), the process proceeds to S1254, where it is determined whether the value of the composite end flag is "1" (S1254). If a positive judgment is made at S1254 (S1254: yes), a process of setting a performance pattern for the combined end is performed at S1256, and then a process of setting the value of the combined end flag to "0" is performed at S1257, and the process proceeds to S1300 in FIG. In S1256, a presentation pattern is set that suggests the end of the combined b time-saving state of FIG. 44(b) or FIG. 44(d).
[0353] Also, if a negative judgment is made in S1254 (S1254: no), the process proceeds to S12558, where a presentation pattern with a general miss presentation is set. Specifically, if the value of any of the time-saving presentation flags is "0", a presentation pattern with a general miss presentation for non-time-saving (see FIG. 29) is set. Also, if the value of any of the time-saving presentation flags is "1", a general miss presentation for time-saving is set. After this S1258 is performed, the process proceeds directly to S1300 in FIG. 36. In S1252 and S1256, whether to set a positive presentation pattern (Figures 44(a) and (b)) or a negative presentation pattern (Figures 44(c) and (d)) may be determined randomly by random number drawing, or may be determined taking other factors into consideration.
[0354] In addition, when the stage setting value of the pachinko machine 50 is high and the probability of a jackpot is high, the probability that a positive presentation pattern will be set may be increased, and when the stage setting value is low, the probability that a negative presentation pattern will be set may be increased. In this case, the player can guess the stage setting value of the pachinko machine 50 according to whether a positive effect or a negative effect is likely to appear. Although not shown in the figure, if a positive judgment is made in S1110 of Figure 36 (if a jackpot occurs) or if a positive judgment is made in S1150 of Figure 43 (if a specific miss occurs), the value of the single end flag is set to "0" if it is "1", and the value of the composite single end flag is set to "0" if it is "1".
[0355] According to the third embodiment, in addition to the effects of the second embodiment, the following effects can be obtained. That is, when a so-called "big hit" occurs, a clear criterion for determining whether or not to continue playing can be provided, and the soundness of the game can be guaranteed.
[0356] Although the embodiments of the present invention have been described above, the scope of the present invention is not limited to the scope of the above-described embodiments and modifications, and various modifications can be exemplified within the scope of the present invention.
[0357] In each embodiment, a state in which the time-saving performance is different between the first time-saving state (specific time-saving state) and the second time-saving state (attainment time-saving state) is illustrated. In this case, since it is relatively easy to determine the transition from the first time-saving state (specific time-saving state) to the second time-saving state (attainment time-saving state), it is possible to add some variety to the game.
[0358] Also, unlike each embodiment, the time-saving performance may be equalized between the first time-saving state (specific time-saving state) and the second time-saving state (attainment time-saving state). In this case, when the first time-saving state (specific time-saving state) is shifted to the second time-saving state (attainment time-saving state), the new time-saving state (second time-saving state, i.e., the attainment time-saving state) can be shifted to in a state where it is difficult (or impossible) for the player to understand that the new time-saving state (second time-saving state, i.e., the attainment time-saving state) is starting. Therefore, the time-saving state is extended midway, giving the player the impression that he or she has gained something, and increasing the interest in the game.
[0359] Furthermore, in each embodiment, in the first time-saving state (specific time-saving state) and the second time-saving state (reach time-saving state), both the ball-scoring possibility improvement control (opening extension control of the second starting hole 12) and the fluctuation shortening control that shortens the fluctuation time of the special symbol are different, and the time-saving performance of the time-saving state of the first time-saving state (specific time-saving state) and the second time-saving state (reach time-saving state) is different. However, only one of the ball-scoring possibility improvement control (opening extension control of the second starting hole 12) and the fluctuation shortening control may be different, and the time-saving performance of the time-saving state of the first time-saving state (specific time-saving state) and the second time-saving state (reach time-saving state) may be different.
[0360] For example, when the first time-shortening state (specific time-shortening state) and the second time-shortening state (attainment time-shortening state) are consecutive (when transitioning from the first time-shortening state (specific time-shortening state) to the second time-shortening state (attainment time-shortening state) without a normal state in between), only the goal-scoring possibility improvement control (extending the opening control of the second starting hole 12) may be carried over (the goal-scoring possibility improvement control may be in the same mode), and the variable time-shortening control may be updated along with the number of time-shortening times (the variable time-shortening control may be made different).
[0361] In each embodiment, the present invention is not provided with a function for changing the probability of a jackpot to a higher probability by determining whether or not a special pattern is a hit (a function for changing the probability of a jackpot), but the present invention can also be suitably applied to a pachinko machine 50 that is provided with a function for changing the probability of a jackpot. However, if the device is equipped with a probability fluctuation function for the probability of a jackpot, when the probability of a jackpot is high, the reach counter may not be incremented even if the result of the hit / miss judgment regarding the special pattern is a miss, as shown in Figure 20(b). That is, in the pachinko machine 50 with the probability fluctuation function, when the miss setting process 2 is started, it is judged whether the value of the probability fluctuation flag (a flag indicating that the probability of a big win in the hit / miss judgment regarding the special symbol has changed to a high probability) is "1" or not (362a). Then, when the judgment is negative in S362a (S362a; no), the process after S362a shown in FIG. 20(a) is the same as in the first embodiment.
[0362] On the other hand, if the value of the probability change flag is "1" (S362a; yes), the process of decrementing the probability change count by "1" is performed in S362b. In other words, the remaining number of hit / miss judgments that can be performed in a high probability state (probability change count) is decremented by "1". Thereafter, in S362c, it is determined whether the value of the time-saving flag is "1" (S362c). If the result of the determination in S362c is affirmative (S362c: yes), S362d is executed and then the failure setting process 2 is returned, and if the result of the determination in S362c is negative (S362c: no), S362d is skipped and the failure setting process 2 is returned. In other words, when the probability of a big win is fluctuating, even if the result of the hit / miss judgment regarding the special pattern is a miss, the counting means (attainment counter) is not incremented.
[0363] In addition, in this embodiment and the modified example, when the result of the hit / miss determination regarding the special pattern under specified conditions is a miss, the counting means (arrival counter) is incremented, but in a pachinko machine 50 that generates small hits in addition to misses when the result of the hit / miss determination regarding the special pattern is not a big hit, the counting means (arrival counter) may be incremented if the result of the hit / miss determination regarding the special pattern is a small hit.
[0364] In addition, each embodiment and each modified example has been described as an example of application to a general digital pachinko type pachinko machine 50, but the present invention is not limited to this, and can also be applied to other types of pachinko machines 50, such as a so-called "one-type two-type mixed machine type" pachinko machine 50 and a so-called "V Challenge type" pachinko machine 50. Furthermore, the gaming machine of the present invention may be a so-called "enclosed gaming machine" or a "non-enclosed gaming machine."
[0365] [Correspondence to claims] Next, the correspondence between the terms used in the above description of the embodiments (examples) and the terms used in the claims will be shown. The "pachinko machine 50" corresponds to an example of the "amusement machine." The firing handle 64 shown in FIG. 1, the firing control device 84 shown in FIG. 4, etc., and the firing motor 30 correspond to an example of the "firing means". The "left hitting area 3L" corresponds to an example of a first playing area portion, and the "right hitting area 3R" corresponds to an example of a second playing area portion. The "normal symbol activation gate 17" corresponds to an example of an activation detection unit.
[0366] The first starting port 11 and the second starting port 12 shown in each embodiment correspond to an example of a "starting port", and the second starting port 12 corresponds to an example of a variable starting port. The process from S330 to S350 in FIG. 19 corresponds to an example of a "pass / fail determination." The first special pattern display device 9 and the second special pattern display device 10 in Figures 2 and 4 correspond to examples of the pattern display device. The process from the affirmative determination at S378 in FIG. 22 to the process in FIG. 26 to FIG. 28 corresponds to an example of a "jackpot game executing means", and the jackpot game executing means corresponds to an example of a special game executing means. The process of S362g in FIG. 20(a) corresponds to an example of the "counting means".
[0367] The jackpot time-saving state (a time-saving state) and the specific time-saving state (c time-saving state) shown in Figure 7 are specific examples of the first time-saving state, and the arrival time-saving state (b time-saving state) corresponds to an example of the second time-saving state. [Explanation of symbols]
[0368] 1; game board, 3; game area, 3L: left hitting area, 3R: right hitting area, 6; performance pattern display device, 11; first start port (special 1 start port), 12; second start port (special 1 start port), 14; big prize port, 17; normal pattern activation gate, 80; main control device, 82; performance pattern control device, 83; sub integrated control device.
Claims
[Claim 1] A game area including a first flow area and a second flow area through which game balls flow; A ball launching means for launching a game ball into the game area; A winning / losing determination means for executing a winning / losing determination based on the entry of a game ball into a starting hole; The starting port is provided with a first starting port into which a game ball flowing down the first flow area can enter, and a second starting port into which a game ball flowing down the second flow area can enter, A symbol display means for displaying a result of the winning / losing judgment after the symbol variation is performed for a predetermined variation time; a special game execution means for executing a special game based on the result of the win / loss determination being a jackpot; A counting means for counting the number of times the hit / miss judgment is executed without the result of the hit / miss judgment being a jackpot under a predetermined condition, As the starting hole, a variable second starting hole is provided in which the possibility of the game ball entering the starting hole can be changed, a time-saving state transition means for transitioning the game state to a time-saving state in which the frequency of execution of the hit / miss determination is increased by performing a time-saving control including at least one of a ball-scoring possibility improvement control for improving the possibility of a ball scoring into the variable second starting hole compared to a normal state and a fluctuation shortening control for shortening the fluctuation time compared to the normal state; A gaming machine comprising: As the time-saving state, A first time-saving state to which the state transitions based on the establishment of a predetermined transition condition; A second time-shortening state to which the transition condition is not satisfied based on the count value counted by the counting means reaching a value indicating a predetermined number of times; a hitting performance means for executing a hitting performance that encourages the launch of a game ball aimed at the first flow area or the launch of a game ball aimed at the second flow area based on the establishment of a predetermined hitting performance condition; Equipped with A first performance is executed based on the count value reaching a value indicating the predetermined number of times in the normal state, and a second performance different from the first performance is executed based on the count value reaching a value indicating the predetermined number of times in the first time-saving state, The hitting performance at the start of the time-saving state and during the time-saving state and the hitting performance at the end of the time-saving state are different from each other, and the hitting performance at the start of the time-saving state of the first time-saving state and the hitting performance during the time-saving state are different from the hitting performance at the start of the time-saving state of the second time-saving state and the hitting performance during the time-saving state, and the hitting performance at the end of the time-saving state of the first time-saving state and the hitting performance at the end of the time-saving state of the second time-saving state are also different, The first time-saving state and the second time-saving state have different modes of the time-saving control.
Citation Information
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